GM Old Salt's Gestalt Razor Coast Recruitment


Recruitment

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GM Old Salt, can you tell me what the starting GP is? It's entirely possible I just missed it.

Dark Archive

Now with Gestalt, do we add both base Hp from both classes, and do we do the same for skills? I'm kind of new to Gestalt.


NenkotaMoon wrote:
Now with Gestalt, do we add both base Hp from both classes, and do we do the same for skills? I'm kind of new to Gestalt.

I can help you with that one. you use the better progression of each. So if Barbarian/sorcerer, you have a d12 hit die, and 4 skill ranks per level. As well as a good Fortitude and Will save progression.


"G'Yar, I be wantin' in!"

I need to overhaul his mechanics, but the backstory will probably stay exactly the same. I've been dying for a chance to play him in something like this.

Nutshell concept= A former captain who lost his ship in a wreck. All he has left of his boat is the anchor, which is chained to his wrist (and used as a weapon).

Dark Archive

Thanks that's radical! :)

Dark Archive

Yea, what is the starting GP?

Dark Archive

What of saves how do they work in Gestalt?


For level 5 it's usually 10,500, though I don't know if our GM wants to do it differently.

EDIT: Like I said in my example. You get the better progression of the two classes. So for the Barb/Sorc from before, they have a good fortitude, bad reflex, and good will.

Side note: Don't actually combine those classes. It'll suck hard.

Dark Archive

Thanks again. Yea, I'll wait to find out how the GM will handle money.

Dark Archive

Stance on Fire Arms, since this seems to be piratey.


NenkotaMoon wrote:
Stance on Fire Arms, since this seems to be piratey.

Firearms are commonplace. (count as martial weapons, ammo much cheaper. see firearms rules for specifics)


For future reference, you can add text to a previous post by hitting the "Edit" button on the top right of it. Do this to avoid clogging up a thread with posts. Note you can only edit within one hour of your post.


I still have a bunch more updating to do, but my class is official (fighter/bard) and my skills and feats have been updated...


Vagabond? wrote:

Posting intrest- Though, a question, though Spheres of Power is not on the SRD, I would love to use it. Is that permited?

Following that up, what about Necromancy? How acceptable would a Necromancer be? My current plan is a Incanter//Cleric (Non-Sphere) focused on creating the undead for her servitude, and sending them out to work the megre jobs in the ship. Alternatively, she'll be a really old, kindly woman who smiles at those she works under, but for the past 40 years has mastered the art of Necromancy, aiming to move forward into battle. She'll be LE, of course (Though her being NE would be personally more freferable, I understand not wanting someone who's out for herself). She'll behave somewhat akin to a shaman, most likely, but I would prefer to not have to follow any faith- Maybe a shaman-like character who seeks to use ancient ways to claim death in her own name.

I have no way of looking at the Spheres of Power rules, so I can't okay it, unfortunately.

A LE necromancer would be fine.

Scrabbler wrote:

GM, I've hit a slight snag.

Here's Scrabbler the Monkey Bird, at about 75% complete. His background, personality, and most of the mechanics are done if you'd like to take a look.

The issue is actually with the race. The Strix don't quite fit my vision for the character. I want him to be small sized.

So, here are the thoughts I have regarding how to make that work-

1) Use the standard Strix abilities, but just make him small (according to the race builder, medium and small size are the same point value, so this doesn't change anything in regard to power level)

2) Use the abilities of a Monkey Goblin, and add the Strix alternate racial trait Clipped Wings. Then take the Stretched Wings feat to give him normal flight. (according to the race builder this adds 2 points to the racial point value, making this hybrid race worth 12 points, which is actually less than the strix)

Personally I would prefer the Monkey Goblin version because they have tails, and because there's a couple goblin traits and feats that I'm considering.

What are your thoughts?

Monkey Goblin route.

Jamakor Brightwater wrote:
GM Old Salt, can you tell me what the starting GP is? It's entirely possible I just missed it.

Nope, I just forgot to put it in this thread. The standard for 5th level, which I believe is 10,500.

-----

I should also mention that recruitment will run until 11/14 midnight EST. I forgot to post that too. That's what I get for rushing out the intro post before I left work.


I'm glad I decided to check this thread again. I'm putting the finishing touches on Gremory now, I've decided to go with Gunslinger/Synth Summoner after all, since I realized these creation rules rule. And I can now effectively engage enemies at all ranges, and can provide team buffs as well as handle a ship, and handle any and all negotiations needed.

And she can play the violin. I tried to be able to cover as many bases as could feasibly be needed. Admittedly, I'm still playing around with feats. Co operative crafter is competing with Rapid reload, and making my way to Augment Summoning.

Looking for a good picture of her is hard though. Anyone have any good image boards I should try?


Hmm, I have a dwarf warpriest that could be adapted for this. Played the ship's medic/quartermaster in a short irl pirate game I played in.

Silver Crusade

Z'Lazo is my character for this game - mechanics equipment power and spells are all in profile - along with links for unusual things.

Flame Dancer / Life Oracle (who knows both Read Weather and Track Ship spells)

backstory:
Z'Lazo never knew his mother, but he knows that she was brave and struggled hard that he might survive. In a great storm the ship upon which his mother sailed suffered catastrophic damage and had laid its masts into the water, its side letting in the sea. She found an air pocket and survived as she could, but when the pocket failed, she swam for the safety of the boats. She failed. Z'Lazo was cut out of his mother's belly on the unlikely chance that he survived. Which he did.

The sea has always been in his blood. His mother never said anything to anyone about the father of her baby, but that a different race than the mother came forth, the speculation was rampant. Z'Lazo went from home to home in the town, as some would offer to foster, but then pass him along. Something about his hair and eyes unnerved them, and the sweet voice in one so young. By age 13, he had lived in 8 different homes, and the last one apprenticed him (sold him) to an entertainment troupe where he began an good singer, passable drummer, and amazing dancer. Even as a young lad, he had company most every night. It was not until he was older that he realized the manager of the troupe was selling his services in that way. He fled when he found out, was chased by the manager who had papers showing the "sale" for an indenture period so he got official help. To escape he had to swim to a boat - luckily the riptide pulled him out there, unluckily - it was a riptide, and as he began to drown, he called out to Besmara, and it appeared she answered. He survived, but he found when he got into battles, he spoke the language of the water elementals and that was all he could understand. He got work on a ship, and never looked back.

Grand Lodge

How about a Gunslinger-spiritualist, the catch being, his phantom is a pirate...and drags him along for the ride


Scrabbler is ready to go!

He's a monkey! He's a bird! He has zero concept of "property rights" or "personal space"

Someone in the party is going to get the worlds most amazing (and obnoxious) pet.

This might be the most entertaining character I've ever made. Crossing my fingers he gets picked.

Anyone unlucky enough to be fighting scrabbler will literally have their hands full. :)


... SO DM, you going to post these new firearms from Razor Coast here? I know there's the Highway Pistol, but from the sounds of it there's more than just that in terms of unique firearms.

Silver Crusade

with the gold amount up i can finish everything up, just to check am i allow pre-game crafting? just so i know if i am allowed to factor those in for now.


Pathfinder Lost Omens Subscriber

I'm unfortunately going to withdraw. Got a really cool character concept, but Gestalt and Pathfinder is just too many options for me to keep up with, and HeroLab doesn't support Gestalt... So I already know how frustrated I would become...

If you ever decide to run this without Gestalt... Then I'm all in.

Have fun, and I'll be watching.


Can you tell me what page the new rules for Fire Arms are on the PDF provided, and or post those rules. I'm having trouble finding them.

I will say some of those weapons are just what I've been waiting for.

As well, her is Erran Mentel, my Ratfolk Magic throwing, Gun and sword Ratfolk. Still working on an effective bio that would be good and on his equipment. On his alias, you'll find a link to his mythweavers sheet for all the information. I will be transferring some of that over to the alias for ease of use.

Liberty's Edge

How do you feel about the Warlord from Path of War? I'm thinking something like a Warlord|Bard that's a wrongly/unfairly disgraced Soldier who turned to a life of Piracy to enact revenge or just get by (or both!).

Liberty's Edge

GM Old Salt wrote:


Andrew L Klein wrote:

Question - If anything, what is allowed in terms of multiclassing? Only one side of Gestalt can multiclass per level? At all? No multiclassing?

If not at all, probably an Inquisitor//Barbarian.

Both sides can multiclass, although it seems like a lot of paperwork. :)

JoshB wrote:
Religions/deities out of the Razor Coast guide?
Aye.

Good, that would allow me to try something I wanted to try.

Now it is time to think about the background and all.

- * -

A question about multiclassing: what happen when multiclassing get my classes out of sync?
Example:

magus 1 fighter 1 Level increases BAB +1 (fighter) Fort +2(Magus) Ref +0 Will +2 (M)
magus 2 bard 1 Level increases BAB +1 (M) F +1 (M) Ref +2 (Bard) Will +2 (B)
Magus 3 bard 2 Level increases BAB +1 (M/B) F +1 (M) Ref +1 (M/B) Will +1 (M/B)
Magus 4 bard 3 Level increases BAB +1 (M/B) F +1 (B) Ref +0 (Bard) Will +0 ()
Magus 5 bard 4 Level increases BAB +1 (B) F +0 Ref +1 (B) Will +1 (B)

Total BAB +5 Fort +5 Ref +4 Will +6

Going on this way the character would have a BAB of +1/level and potentially very good saves.
It is working as intended?


Diego Rossi wrote:


A question about multiclassing: what happen when multiclassing get my classes out of sync?
Example:

magus 1 fighter 1 Level increases BAB +1 (fighter) Fort +2(Magus) Ref +0 Will +2 (M)
magus 2 bard 1 Level increases BAB +1 (M) F +1 (M) Ref +2 (Bard) Will +2 (B)
Magus 3 bard 2 Level increases BAB +1 (M/B) F +1 (M) Ref +1 (M/B) Will +1 (M/B)
Magus 4 bard 3 Level increases BAB +1 (M/B) F +1 (B) Ref +0 (Bard) Will +0 ()
Magus 5 bard 4 Level increases BAB +1 (B) F +0 Ref +1 (B) Will +1 (B)

Total BAB +5 Fort +5 Ref +4 Will +6

Going on this way the character would have a BAB of +1/level and potentially very good saves.
It is working as intended?

As far as I know you don't add the sides like that but look at each side separately and take whichever is higher.

So Magus 5 has BAB +3 F+4 R+1 W+4
Fighter 1/Bard 4 has BAB +4 F+3 R+4 W+4
Meaning you have +4 in all of those

---

Still looking at what I want to run exactly but thinking of a Loa worshipper coming in from the east as a merchant.


Hmm... I'm thinking of making a Wizard/Investigator or a Shaman/Spiritualist. Something that's a full caster and a half caster, as opposed to the martials I usually use.


Cuàn wrote:
Diego Rossi wrote:


A question about multiclassing: what happen when multiclassing get my classes out of sync?
Example:

magus 1 fighter 1 Level increases BAB +1 (fighter) Fort +2(Magus) Ref +0 Will +2 (M)
magus 2 bard 1 Level increases BAB +1 (M) F +1 (M) Ref +2 (Bard) Will +2 (B)
Magus 3 bard 2 Level increases BAB +1 (M/B) F +1 (M) Ref +1 (M/B) Will +1 (M/B)
Magus 4 bard 3 Level increases BAB +1 (M/B) F +1 (B) Ref +0 (Bard) Will +0 ()
Magus 5 bard 4 Level increases BAB +1 (B) F +0 Ref +1 (B) Will +1 (B)

Total BAB +5 Fort +5 Ref +4 Will +6

Going on this way the character would have a BAB of +1/level and potentially very good saves.
It is working as intended?

As far as I know you don't add the sides like that but look at each side separately and take whichever is higher.

So Magus 5 has BAB +3 F+4 R+1 W+4
Fighter 1/Bard 4 has BAB +4 F+3 R+4 W+4
Meaning you have +4 in all of those

---

Still looking at what I want to run exactly but thinking of a Loa worshipper coming in from the east as a merchant.

Actually, sides don't exist. Look at the gestalt rules, then ctr+f 'side'. It's not there.

What you can do is use partial bonus progression to figure out how much each level gives you.

That way first level gives 1BAB, 2.5 Fort, 0.333 Ref, 2.5 Will, while levels 2 gives 0.45BAB, 0.5F, 2.5R, 0.5W, and levels 3 to 5 gives 0.45BAB, 0.5F, 0.5R, 0.5W.

This gives a total of 5=1+0.45*4 BAB, 4.5=2+0.5*5 Fort, 4.333=2+0.5*4+0.333 Ref, and 4.5=2+0.5*5.
This rounds down to +4BAB, +4F, +4R and +4W.

Liberty's Edge

Cuàn wrote:
Diego Rossi wrote:


A question about multiclassing: what happen when multiclassing get my classes out of sync?
Example:

magus 1 fighter 1 Level increases BAB +1 (fighter) Fort +2(Magus) Ref +0 Will +2 (M)
magus 2 bard 1 Level increases BAB +1 (M) F +1 (M) Ref +2 (Bard) Will +2 (B)
Magus 3 bard 2 Level increases BAB +1 (M/B) F +1 (M) Ref +1 (M/B) Will +1 (M/B)
Magus 4 bard 3 Level increases BAB +1 (M/B) F +1 (B) Ref +0 (Bard) Will +0 ()
Magus 5 bard 4 Level increases BAB +1 (B) F +0 Ref +1 (B) Will +1 (B)

Total BAB +5 Fort +5 Ref +4 Will +6

Going on this way the character would have a BAB of +1/level and potentially very good saves.
It is working as intended?

As far as I know you don't add the sides like that but look at each side separately and take whichever is higher.

So Magus 5 has BAB +3 F+4 R+1 W+4
Fighter 1/Bard 4 has BAB +4 F+3 R+4 W+4
Meaning you have +4 in all of those

---

Still looking at what I want to run exactly but thinking of a Loa worshipper coming in from the east as a merchant.

The Hypertext d20 SRD wrote:


Building A Gestalt Character

To make a 1st-level gestalt character, choose two standard classes. (You can also choose any of the variant classes, though you can’t combine two versions of the same class.) Build your character according to the following guidelines.

Hit Dice
Choose the larger Hit Die. A monk/sorcerer would use d8 as her Hit Die and have 8 hit points (plus Constitution modifier) at 1st level, for example.

Base Attack Bonus
Choose the better progression from the two classes.

Base Saving Throw Bonuses
For each save bonus, choose the better progression from the two classes. For example, a 1st-level gestalt fighter/wizard would have base saving throw bonuses of Fortitude +2, Reflex +0, Will +2—taking the good Fortitude save from the fighter class and the good Will save from the wizard class.

Class Skills
Take the number of skill points gained per level from whichever class grants more skill points, and consider any skill on either class list as a class skill for the gestalt character. For example, a gestalt barbarian/bard would gain skill points per level equal to 6 + Int modifier (and have four times this amount at 1st level), arid can purchase skills from both the barbarian and bard lists as class skills.
Class Features

A gestalt character gains the class features of both classes. A 1st-level gestalt rogue/cleric, for example, gets sneak attack +1d6, trapfinding, 1st-level cleric spells, and the ability to turn or rebuke undead. Class- and ability-based restrictions (such as arcane spell failure chance and a druid’s prohibition on wearing metal armor) apply normally to a gestalt character, no matter what the other class is.

A gestalt character follows a similar procedure when he attains 2nd and subsequent levels. Each time he gains a new level, he chooses two classes, takes the best aspects of each, and applies them to his characteristics. A few caveats apply, however.

Class features that two classes share (such as uncanny dodge) accrue at the rate of the faster class.
Gestalt characters with more than one spellcasting class keep track of their spells per day separately.
A gestalt character can’t combine two prestige classes at any level, although it’s okay to combine a prestige class and a regular class. Prestige classes that are essentially class combinations-such as the arcane trickster, mystic theurge, and eldritch knight-should be prohibited if you’re using gestalt classes, because they unduly complicate the game balance of what’s already a high-powered variant. Because it’s possible for gestalt characters to qualify for prestige classes earlier than normal, the game master is entirely justified in toughening the prerequisites of a prestige class so it’s available only after 5th level, even for gestalt characters.

So first level:

a Magus gain BAB +0 a Fighter BAB +1, take the +1
a Magus gain Fort +2 a Fighter Fort +2, take the +2
a Magus gain Ref +0 a Fighter Ref +0, take the +0
a Magus gain Will +2 a Fighter Will +0, take the +2

Second level
a 2nd level Magus BAB increase by +1, a first level Bard BAB is +0, take the +1
a 2nd level Magus Fort increase by +1, a first level Bard is Fort +0, take the +1
a 2nd level Magus Reflex increase by +0, a first level Bard is Ref is +2, take the +2
a 2nd level Magus Will increase by +1, a first level Bard is Will is +2, take the +2

Third level
a 3rd level Magus BAB increase by +1, a 2nd level Bard BAB increase by is +1, take the +1
a 3rd level Magus Fort increase by +0, a 2nd level Bard Fort increase by is +0, take the +0
a 3rd level Magus Reflex increase by +0, a 2nd level Bard Ref increase by is +1 take the +1
a 3rd level Magus Will increase by +0, a 2nd level Bard Will increase by is +1 take the +1

and so on.

GM Runescarred Dragon is right saying that "sides" don't exist, but it is a decent term to define the fact that you have two set of abilities growing in parallel. A "side" can be magus and then bard and the other fighter and then magus, or thy gan be 2 levels as a magus on one "side" and a mix on the other, that is irrelevant for the final result.
He give a good solution using the partial bonus progression as it avoid the double dips with the first level +2, but it is decidedly different from how the normal rules work, so knowing ho it officially work for this game require GM Old Salt input.


Alright, gonna drop Doc Kelpbeard tomorrow. Dwarf warpriest/ranger(freebooter archetype). He's a medic, a quartermaster, and an excellent voice of Neutral reason on a pirate crew.


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Hey guys, I have some (un)fortunate news.

Over the weekend, I was offered a major opportunity career-wise, which I accepted. While this is good for me personally, it means that in the short term, I won't be able to take on a new campaign.

So I'm putting this recruitment on hiatus... but I'll be back! Hang on to your characters and when my schedule opens back up again, we'll get this back up and running.


Mixed there, happy to hear you go a good career opportunity, but sad that it means less play time. But that is mediated by the fact its only hiatus, not gone for good (hopefully), so I hope you career opportunity goes well!


GM Old Salt

Good luck with your new venture!


Congratulations!

I'm sure I can speak for most of us when I say that when you are ready, just let us know.

Liberty's Edge

Good luck with the new job.


Congratulations, and I'll use this as a chance to get this character built in an interesting fashion.


Good luck on your new opportunity.

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