The Artisans Guild (Artisan Gestalt Game)


Recruitment

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So tweaky question about skill unlocks. The Snare Setter archetype is allowed to use Craft(Traps) to disarm traps in place of Disable Device. But the skill unlocks for Craft are less appealing right now than the ones for Disable Device, so could I choose that as my signature skill and apply its benefits when using Craft(Traps) to disarm a trap, as long as I had the appropriate ranks in DD? I plan on filling that one up anyway, since I still need it for sabotage and lock-picking and such.


Potentially interested. I'm a big fan of constructs, and item craft micro-managing.

What would the gameplay/plot of hte campaign look like?


Magical essence?

There is no pre-game crafting allowed, so does that mean all the magical essence we would have had from levels 1-8 are lost and all we have to start with is the level 9 amount?


Wondering how your house ruled spell dc's would simplify things. Wouldn't you have to retro every bestiary creature with spells? And it seems like, at least how you wrote it, save dc's would be so low as to make spells with saves irrelevant. Half level + ability mod would be dc 8 or 9 at best, or are we adding the normal 10 to that.


Dave Herman wrote:
Half level + ability mod would be dc 8 or 9 at best, or are we adding the normal 10 to that.

You mean DC 18 or DC 19. 10 + 1/2 level + Casting ability modifier instead of 10 + level + casting ability modifier.

It may work if modeling after 5e mechanics.


@Spell DCs: I am foolish- I have forgotten to add the +10 to the DCs. My apologies, it was late when I wrote that. As with bestiary creatures, they'll keep their general spell DCs, or just use 1/2 their CR in place of level. Also: SF and GSF do, indeed, still apply to the DCs of your spells.

@Gilthanis: Oh, right- Kinda forgot that was a thing. As it is, I'll just say it's factored into your wealth, with the Essence being used up and replacing the gold spent on consumable items in your past (Of which, is probably many, many potions and scrolls and feathers). You start with the level 9 amount.

@thunderbeard: For the most part, the adventure will consist of dungeon delving through the ancient ruins of the old world. Appraise will be very useful, as will spellcraft, and craft (Obviously). Generally, you'll be either flown by airships or teleported in by a sphere caster, nearby to the location you are sent to investigate. There, you'll uncover clues of the old world, and just what exactly happened to it, and why so few people remember, even the long-lived elves. Maybe. Or maybe you'll ignore all that and fight giant spiders from ancient times, and explore the ruins of society, and fight the undead ghosts of the mages. Maybe you decide to ignore that, and try your hand at making a new megacity out in the wilds, see if you can set up wards using your creation skills to dwarf the power of every other being. For the moment, the campaign idea is mostly freeform, with a couple dozen encounters statted up.

@Point Buy: We're using the traditional point buy method, however, with the split between physical and mental scores.

@Gavmania: Well, I was going to say that you are restricted to what you can craft, but thinking about it, it's probably just easier to say that you can buy other you can't craft. So, yeah, not limited to what you can craft.

@Soulknife: Soulknife is a Go! Has been for a while now, the Soulknife is Psionics, which I auto-permitted.

@Katana Feat: While I won't permit most Path of War Classes, I will permit this feat. Though, either way, I would just say that you can use Keen on a Rapier. Generally, I'm more lenient with Dreamscarred Press, since they release some good stuff. If you can link me to the Akashic magic stuff, I'll probably also permit that.


Any thoughts about my tweaky question? I think it works in RAW depending on how you RAW it... Pretty obscure ruling question though.


Dave Herman wrote:
Any thoughts about my tweaky question? I think it works in RAW depending on how you RAW it... Pretty obscure ruling question though.

Oh, yes, you can do that. Heck, if you want, if you can use Craft (Traps) in it's place, just swap the Craft skills bonuses for Craft (traps).


Can we start with 1 Advance Firearm? Of course, no clockwork gatling guns or mini-guns ...lol ... just an Advance Rifle?


Skill Point ?

For easy math, assume INT is 10.

Subtract class (fighter) from Artisan is 8-2=6. I can than use those 6 points to put into UMD/DD/Craft/Prof. I then use the gestalt skills lists of fighter/artisan and use the 8 skill points from Artisan to distribute between the fighter/artisan gestalt list?


Vagabond? wrote:
Dave Herman wrote:
Any thoughts about my tweaky question? I think it works in RAW depending on how you RAW it... Pretty obscure ruling question though.
Oh, yes, you can do that. Heck, if you want, if you can use Craft (Traps) in it's place, just swap the Craft skills bonuses for Craft (traps).

Awright, I will proceed with my crazy kobold then.


Vagabond? wrote:
@Soulknife: Soulknife is a Go! Has been for a while now, the Soulknife is Psionics, which I auto-permitted....

Oh whoops, so it is. ^_^'

Will have my character done soon!


Gilthanis wrote:

Skill Point ?

For easy math, assume INT is 10.

Subtract class (fighter) from Artisan is 8-2=6. I can than use those 6 points to put into UMD/DD/Craft/Prof. I then use the gestalt skills lists of fighter/artisan and use the 8 skill points from Artisan to distribute between the fighter/artisan gestalt list?

Unless I misunderstood GM Vagabond's Skill Point post in character creation, in Gestalt, you pick the best feature of each class and use it so you should receive 8+0 (Int 10 = +0) skill points per level or 8+0+1 if you use Favor Class points for Skill instead of Hit Points or a class feature of some sort like -5 minutes Firearm repair for Abroshtor.


Vagabond? wrote:
@Katana Feat: While I won't permit most Path of War Classes, I will permit this feat. Though, either way, I would just say that you can use Keen on a Rapier. Generally, I'm more lenient with Dreamscarred Press, since they release some good stuff.

This is much appreciated. I've always felt Katana should be eligible for weapon finesse.


@Gilthanis: What I intended, when I stated that, was for you to start out with a base of 8 skill points. If you played, let's say, a fighter, you could distribute two skill points as you desire. The remainder of the skill points must be spent in craft skills or similar artisanish skills.

8-2=6
2 skill points freely
6 for Artisan Stuff.

@Guns: I'd prefer for that not to be the case. You might be able to find the blueprints needed to craft the firearms, but I'm not going to let you start with it for now.


Advance Firearms Roger on the advance firearms. That's cool.

Next question, those who have a construct background, can we have an extra 16K to Constructs only like the Arcana people receive?

@Skills Ah, now I understand what you meant, but no worries, you will see the majority distributed to crafting, disable device, and UMD. Although, I do have a question, do we need Profession (x) and how would you use in the game? Some games I am in, Profession is either not used or never applies. While in a handful of games, professions did work out.


So, does the Homunculus count towards our magic item wealth?


Whew...I feel like I've been running a marathon! Almost finished the crunch, and I have a few ideas about the fluff, too. Glorfiniel (as he is so far) can be found here


Gavmania wrote:
Whew...I feel like I've been running a marathon! Almost finished the crunch, and I have a few ideas about the fluff, too. Glorfiniel (as he is so far) can be found here

I hear ya! ... LOL. Gav, I am surprised you didn't take Myrmidarch?


No, I've always had a soft spot for Kensai. Bonus to AC, Bonus to Initiative, What's not to like.

Keep thinking I'm done and then I remember something else I need to do.

At the moment, I need to sort out the Homonculus and pay for Spell-Storing on his rings (I think I need to double-check purchases; not sure I left enough for the last item but I won't need so many scrolls)


What, no Katana expertise?


Ooooh, super interested!

Thinking armor-focused gnome chaokineticist, battle oracle worshipper of Szuriel, Horseman of War. Admittedly, most likely NE, but not the problem-causing kind. (Is Szuriel even still alive?)

Detailed concept:
Taking the void element to get that negative energy feel, along with the black-blooded curse to be able to heal with void healer and the War Sight revelation. Primary hammer, absorbing damage and dealing as much out in melee and ranged as possible with kinetic whip and extended range, with a secondary focus on anvil with some of the area affect talents.
Planning on the heaviest armor she can wear, most likely adamantine, with the most abilities possible, since she won't be using weapons beyond her blasts and talents. Basically a heavily armored tank

Using kinetic whip and Combat Reflexes to focus on area control when not using extended range blasts.

Little personality:
Her attitude is quite dark, as she realizes that war and death are now a normal part of today's world, and she couldn't be happier about it.
To avoid the Bleaching, she has discovered that voyaging past the safe limits of the wall surrounding the city helps her feel more alive than ever, especially when she's taking the lives of others not a part of her city or guild.

Long term goals include constantly upgrading her armor, and discovering new beasts and opponents to test her martial abilities against.

I'm not really sure how the Artisan class works, but I'm reading up on it, so we'll see.

Think I'll go with the 12/12 point buy, and take average for hit points. Can't really take the risk on not having a lot of hit points.


@BigRig: Welcome Aboard! As for what the Artisan is, it's basically an item creation class, akin to 3.5's Artificers. It's primary features are it's Item Creation feats, it's Enhancement Pool (Which is kinda like Magus Arcane Pool, but only for enhancing things by default), and the Homunculus familiar.

Also... You HAVE to gestalt with Artisan. There isn't much of a choice there. This is mostly for fluff purposes, you see. If you so desire, I would probably permit you to gain a few class features from other classes as an archetype in this case.

NE is acceptable, as long as they work for the Guild and enjoy the search for rare materials.

If you want some tips, a Homunculus is fairly decent. You can grab the Improved Homunculus feat from the third party list, combo it with a Iron defender, maybe with Improved Homunculus, and you end up with a kinda-animal companion.

Szuriel is dying. War, on a large scale, isn't as common, so they shifted their role to the Horseman of Battle, rending the flesh of those that come from the wild, and frequently having foragers who go and murder s+*& in the wild, in seek of creating a world of cities and combat, with wars and fire once more.

Alternatively, you can try to come up with the fluff yourself.

@Fury: Your Homoculus familiar doesn't count to your WBL limit. It's folded in.


Oh, sorry, didn't explain very well. I understood I have to gestalt with Artisan, and instead plan on multiclassing with oracle and kineticist. Sorry for not making it clear!

As for an archetype, maybe some form of Armor Master (the fighter archetype) that gives me Armor Training and the benefits of the Armor Master archetype in exchange for whatever you see as an equal trade.
I'm not particularly attached to anything Artisan gives me, so whatever you come up with, I'm sure I'll love it.

As for Szuriel, I think I can work with the angle of attempting to bring back War as an idea back to this world, in the form of maybe starting some kind of war with neighboring cities or something.
I'll work on that part, and see what I can come up with.

Thanks for all the input!


Alright, one more question. For now!

Would it be possible to trade out my homunculus for a Clockwork Servant?

I just like the idea of her having a small army of clockwork soldiers, and maybe some of the more expensive ones.
Nothing too insane, just a few mechanical troops for the new War.

Speaking of that, how does that work?
We just pay the money needed up front, without actual craft checks or anything, as long as we have the right feats, and we're good?


Eh, screw it. I'm gonna roll, and see what happens.

Physical:
4d6 ⇒ (6, 3, 5, 6) = 20
4d6 ⇒ (5, 6, 6, 2) = 19
4d6 ⇒ (4, 4, 6, 3) = 17
4d6 ⇒ (4, 4, 4, 4) = 16

Mental:
4d6 ⇒ (5, 5, 2, 3) = 15
4d6 ⇒ (4, 2, 1, 3) = 10
4d6 ⇒ (5, 6, 5, 1) = 17
4d6 ⇒ (5, 2, 5, 4) = 16

Whoa, did my physical scores way beat my mentals.

That leaves me with:
Physical: 17, 17, 14
Mental: 13, 16, 14

That'll do nicely.


Are you allowing the Extra Craftsman's Technique feat? And do I need the Improved Familiar feat to give my homonculus the Valet archetype? I'm a bit confused by that bit (and share spells does me no good, since I'm not building a caster). Sorry to be a pest. It's a lot of work to build this...


bigrig107 wrote:

Alright, one more question. For now!

Would it be possible to trade out my homunculus for a Clockwork Servant?

I just like the idea of her having a small army of clockwork soldiers, and maybe some of the more expensive ones.
Nothing too insane, just a few mechanical troops for the new War.

Speaking of that, how does that work?
We just pay the money needed up front, without actual craft checks or anything, as long as we have the right feats, and we're good?

1. Nothing more than 25K per construct.

2. No Craft Skill checks needed.
3. You should have the Feats to repair.
4. And I am already developing such a small army.


@bigrig107: Huh. I have no idea how that'll work out. If you want, we could probably make a dual-progression prestige class for this, because multiclassing doesn't seem like it'll be particularly fun for those classes which rely on their character level.

@Clockwork Servant: Personally, I'm going to say no, due to being both medium size, and requiring a caster level of 12. With Improved Familiar, when you reach level 12, I think I'll permit it. If you drop it's size to tiny, then I'll also permit it.

@Extra Craftsman Technique: Yes, I am permitting that feat.


I really only planned on taking one level of oracle, for the flavor of the Battle mystery and the Warsight revelation, plus the Black-Blooded curse, which lets me heal with my void healer ability.
I'm working on oracle 1/chaokineticist 8 right now, and everything looks great.

With the servant, do you think I could make it Tiny now, but then take Improved Familiar later to improve it to Medium?
I think that'd be an acceptable trade off, as I want it mostly for the clockwork part and admittedly, the healing clockwork ability. It's very nice for holding a clockwork army together.


@GM Vagabond - for your approval;

--------------------

Mount Design:

Name: PENDING APPROVAL
Clockwork Battle Mastiff (Bull Mastiff)
CR: 2 1/2
N, Construct(Clockwork)(Advance Template)
Init +8; Senses Darkvision 60', Low-light Vision, Scent; Perception +5

DEFENSE
AC 23, touch 16, flat-footed 17 (+4 Dex, +7 Natural Armor, Dodge +2)
hp 53 (4d10+20+8), DR 5/Adamantine
Fort +2, Ref +6, Will +2,
Immune: Construct traits
Strengths: Acid, Cold, Fire and Sonic Resistance 10
Weaknesses: Vulnerable to Electricity (150% more) and Rust (Metal Body)

OFFENSE
Speed 40 ft.
Melee Slam +10 (1d4+8 (B)), bite +10 (1d6+8 (B/P/S) plus trip)
Attack Sequence: d20+10 Slam, d20+10 Bite, d20+10 Trip, then roll damage.

STATISTICS
Str 19, Dex 19, Con -, Int -, Wis 10, Cha 1
Base Atk +4; CMB +10; CMD 28(32 vs. trip)
Feats Skill Focus (+3 to Perception), Dodge +2 (+2 AC), Improved Initiative (+4 Init), and Lightning Reflexes (+2 Reflex Rolls)
Skills Acrobatics +6 (+10 jumping), Craft(Clockwork) +7, Disable Device +11, Perception +5, Stealth +1, Survival (Tracking) +6 ; (Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent)

Languages: Gnomish

SPECIAL QUALITIES

Carry Small Rider (Carrying Capacity), Construct Traits, Craft Clockwork Skill, Created Mind, Creator Bond, Delicate Hands, Difficult to Create, Swift Reactions, Tenacious, Vulnerability to Electricity, Winding (4 days)

Carrying Capacity: A light load for a Clockwork Battle Mastiff is up to 174 pounds; a medium load, 175-349 pounds; a heavy load, 350-525 pounds. A Clockwork Battle Mastiff can drag 2,625 pounds.
Construct Traits -
Craft Clockwork Skill - Can Offer Clockwork Crafting Advise and assist in crafting.
Created Mind (Ex) - A Clockwork Battle Mastiff only accepts commands from its creator or designated surrogate. A surrogate can be designated by the creator for any length of time and be rescinded by the clockwork's creator.
Creator Bond (Ex) - A Clockwork Battle Mastiff can instinctively detect the location of its creator within 100 ft., regardless of magical and natural barriers. Within this range the clockwork gains a +10 circumstance bonus vs. Bluff, Disguise checks and any other effect made to impersonate the clockwork's creator.
Delicate Hands - Delicate hands deploy to disable devices and that is all they are used for.
Difficult to Create (Ex) - The time and gp cost required to create a clockwork is 150% of normal. Construction requirements in individual clockwork monster entries are already increased.
Swift Reactions (Ex) - Clockwork constructs generally react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats, and gain a +2 dodge bonus to AC.
Tenacious (Ex) - When ordered to track prey (usually humanoid prey), in addition to construct immunities, a Clockwork Battle Mastiff receives a +6 bonus to any Will saves against enchantments or illusions directed at it.
Vulnerable to Electricity - Clockwork constructs take 150% as much damage as normal from electricity attacks.
Winding (Ex) - Clockwork constructs must be wound with special keys in order to function. As a general rule, a fully wound clockwork can remain active for 1 day per Hit Die (4 days), but shorter or longer duration are possible.

Cost: 16,750 gps
Note The price is half the cost of a Clockwork Steed (Charger). and Bull Mastiffs are half the cost of Heavy Warhorses


--------------------
Construct Army Troop Design:

Clockwork Myrmidon CR 6
N Medium Construct(Clockwork)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +5

DEFENSE

AC 24, Touch 14, Flat-Footed 20 (+2 Dex, +10 natural, Dodge +2)
HP 74 (8d10+30)
Fort +2, Ref +4, Will +2
DR 5/adamantine; Immune construct traits
Strengths: Acid, Cold, Fire and Sonic Resistance 10
Weaknesses: Vulnerable to Electricity (150% more) and Rust (Metal Body)

OFFENSE

Speed 30 ft.
Melee {Needs to be Armed with Large Weapon}, slam +11 (1d6+6)
Special Attacks Alchemical Flame Jet, Grease Spray, Net Cannon

TACTICS

Before Combat A clockwork myrmidon defends itself from attack but does not initiate combat unless so directed by its master.

During Combat When it does enter battle, a clockwork myrmidon is unrelenting and single-minded, and it attacks one particular target until that foe surrenders, escapes, or is defeated. Unless given instructions otherwise, a clockwork myrmidon attacks whatever enemy is closest to it.

Morale A clockwork myrmidon attacks until destroyed or ordered to stand down.

STATISTICS

Str 19, Dex 14, Con —, Int —, Wis 10, Cha 1
Base Atk +8; CMB +13; CMD 25
Skills Craft (Clockwork) +5, Disable Device +5, Perception +5; Stealth -3, Racial Modifiers +5 Perception
Languages Understands Gnomish
SQ Reinforced Build, Construct Traits, Created Mind, Creator Bond, Difficult to Create, Swift Reactions, Vulnerability to Electricity, Winding

SPECIAL ABILITIES

Alchemical Flame Jet (Ex) - A mechanism within the myrmidon's chest can fire a 20-ft.-long fiery stream at any target it is aware of 1/round as a standard action, dealing 4d6 fire damage. This is a ranged touch attack that does not provoke an attack of opportunity. The reservoirs inside the myrmidon can only hold four charges of this alchemical fire before it must be refilled. This mechanism explodes when a myrmidon is destroyed, spraying each creature within 5 ft. of the construct with flame and shrapnel (3d6 damage, Reflex DC 14 for half).

Grease Spray (Ex) - A mechanism within the myrmidon's chest can fire a spray of alchemical grease one time per round as a standard action that does not provoke an attack of opportunity. This has a range of 30 ft., and the effect acts in all other ways as grease (CL 4th, Reflex DC 14). The reservoirs within the myrmidon can only hold four uses of this alchemical grease before it must be refilled. This mechanism explodes when a Myrmidon is destroyed, making one final grease effect on each square within 5 ft. of the construct.

Net Cannon (Ex)(add 2460 gps) - A mechanism within the clockwork huntsman's chest can fire a net at any target it is aware of 1/round as a standard action. This is a ranged touch attack that does not provoke an attack of opportunity. It has a range increment of 10 ft. with a maximum range of 30 ft. and a 30 ft. trailing cable (hardness 3, 10 hp) anchored within the huntsman's chest. It functions in all other ways as a standard net. Up to four nets may be fired from the huntsman. It is a full round action to retract and re-arm a net that has missed. This mechanism explodes when a clockwork huntsman is destroyed, projecting superheated steam and shrapnel at each creature within 5 ft. of the construct (3d6 damage, Reflex DC 15 for half).

Reinforced Build (Ex) - The myrmidon is considered to be category large for Combat Maneuver Bonus and Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts). The construct is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as grab or swallow whole) can affect it and can use use weapons designed for a creature one size larger without penalty. However, the myrmidon's space and reach remain those of a creature of his actual size. The benefits of this trait stack with the effects of powers, abilities, and spells that change the subject’s size category.

Created Mind (Ex) - A Clockwork Battle Mastiff only accepts commands from its creator or designated surrogate. A surrogate can be designated by the creator for any length of time and be rescinded by the clockwork's creator.

Creator Bond (Ex) - A Clockwork Battle Mastiff can instinctively detect the location of its creator within 100 ft., regardless of magical and natural barriers. Within this range the clockwork gains a +10 circumstance bonus vs. Bluff, Disguise checks and any other effect made to impersonate the clockwork's creator.

Difficult to Create (Ex) - The time and gp cost required to create a clockwork is 150% of normal. Construction requirements in individual clockwork monster entries are already increased.

Swift Reactions (Ex) - Clockwork constructs generally react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats, and gain a +2 dodge bonus to AC.

Vulnerable to Electricity - Clockwork constructs take 150% as much damage as normal from electricity attacks.

Winding (Ex) - Clockwork constructs must be wound with special keys in order to function. As a general rule, a fully wound clockwork can remain active for 1 day per Hit Die (6 days), but shorter or longer duration are possible.

CL 9th; Price 18,860 gp

CONSTRUCTION REQUIREMENTS

Craft Construct, animate objects, grease, magic weapon, make whole, creator must be CL 9th; Skill Craft (clockworks) DC 24; Cost 8,500 gp


--------------------


Still a work in progress, but behold! Kobold Mad Scientist/Trapsmith Kakklemon


Going to submit an artisan tomorrow if recruitment is still open. I like this idea! Considering either a potion master or maybe a sword maker.


Physical
4d6 ⇒ (3, 3, 1, 5) = 12
4d6 ⇒ (3, 3, 1, 5) = 12
4d6 ⇒ (6, 5, 3, 3) = 17
4d6 ⇒ (4, 4, 2, 3) = 13

Mental
4d6 ⇒ (4, 3, 6, 1) = 14
4d6 ⇒ (5, 3, 1, 2) = 11
4d6 ⇒ (6, 1, 5, 5) = 17
4d6 ⇒ (2, 1, 5, 5) = 13

Phys
11
11
16

Mental
13
12
16


Phew!

Just to double check, I have 545gp left over. Do I get to keep it, or should I get some more consumables?

Also, do we have to cost out the mundane items or can we just list them and assume we have pennies left over for lodgings, bribes, etc.


Would you allow the Tinker 3rd party class? it might be a good fit, theme-wise.

If not, i'll likely make an alchemist as the primary class


I have a halflings alchemist potion maker nearly ready for submission. Items held me up. I should have a sheet for review tomorrow. Took longer then expected.


Gunna bow out of this recruitment. Too
Much gong on right now and too many options for this pc! It was a fun exceed ide to work up an idea but I doubt I will enjoy the bookkeeping this game will recquire. Best of luck to all who get in!


Dotting for interest.


Still working on my armored tank war-crazed kineticist gnome.
Taking a bit longer than I expected, as I'm both learning the specifics of the kineticist, and trying to learn the artisan from the bottom up.

Hoping to have most of the work done by this weekend, but we'll see.


Well, its 5am and im not sleeping :( Might as well get started on this ^-^
Also, unlike Groby, I am very much looking forward to the excessive bookkeeping in this game, thats probably my favorite part of pathfinder and I always track my weight and pennies XD

I have 2 ideas that I need to decide on, the first one is more favored, the second one is simpler (and I have a few questions about the first one).

Rolls:

4d6 - 4 ⇒ (5, 6, 5, 4) - 4 = 16
4d6 - 1 ⇒ (3, 5, 1, 1) - 1 = 9
4d6 - 3 ⇒ (3, 6, 6, 5) - 3 = 17
4d6 - 3 ⇒ (6, 6, 4, 3) - 3 = 16

4d6 - 1 ⇒ (4, 1, 5, 5) - 1 = 14
4d6 - 2 ⇒ (5, 6, 6, 2) - 2 = 17
4d6 - 4 ⇒ (4, 5, 5, 5) - 4 = 15
4d6 - 1 ⇒ (1, 4, 1, 1) - 1 = 6
A very good set of rolls, a 46pb in fact.
Psion HPs: 8d8 + 8 ⇒ (8, 1, 7, 7, 8, 6, 4, 8) + 8 = 57
Barbarian HPs: 8d12 + 12 ⇒ (5, 8, 1, 4, 6, 2, 4, 1) + 12 = 43

So I have 2 ideas that I am going to go with, the first is more favored but is a lot more complex, the second one is more simplistic :)

The first one is a Elan Psion (Nomad)/Artisan Who will act as an Arm of the group. He will focus largely on gaining tactical advantages through location and some battlefield control.
He will teleport everywhere, teleport others, scout out areas, his Crafters Art will be jewelry and other fine crafts of great value. He will seek to find different locations of great value and report back to the guild, who will then set up expeditions to explore these areas, expeditions that he would lead (such as the party for instance?).

Too tired, will flesh out more :)

The second idea is a Dwarf Barbarian (Armored Hulk)/Artisan. He will strongly be focused around being an immovable Anvil for the party with a small ability to be a secondary Hammer (cause Barbarian). He is covered from head to toe in stone, wearing a Dwarven Boulder Helm, wielding Stone Warhammers, a Stone Shield, suited up in Stoneplate, ect. He is THE craftsman of the dwarven stone, and his Art will (obviously) be Stone.
In his downtime he spends his time working on the Great Stone Walls that keep the cities safe or building up solid buildings for its inhabitants. When hes out in the field doing his duties as a bodyguard and defender for the "Foragers," keeping them safe and being a reliable bulwark. That and he can carry a metric Ton of supplies/spoils...

Again, too tired. Will flesh it out more later after I have gotten some sleep, but this should serve as a substantial dot :)


Alright, here is Temeraire Anything wrong with him?


Whew! Finally done, mechanically, with my Armor Artisan, Azrielan.

Feel free to check her out, and ask any questions or bring up any concerns.
Her basic role will to be a primary hammer, with a secondary focus on anvil, as with her normal, armored AC of 30, and a hit point total of 110, she's going to be hard to bring down, and with her kinetic blasts/blades/whips, she'll be able to put the hurt on opponents as well.

The only real weaknesses I see are Will saves (couldn't devote many resources to that particular problem), and groups of enemies at medium to long range, as she ended up not being able to get any area of effect attacks, unfortunately.
At 10th, she'll be able to pick up the singularity infusion, which will give her a recurring, albeit small, area of affect attack to help with battlefield control.

Haven't finished up her background, though, as I'm still working on some things.


Lol, I was almost done with equipment until my laptop ran out of power without any warning or shut down like they usually do when they are about to lose power. Luckily it wasn't a complete lost but still set me back a little.


Forgot to mention that Temeraire is a hammer first and foremost, but can act as a secondary arm (Entangling Ectoplasm, Slumber and Energy Push, DC 22) and a secondary anvil (AC 23, same vs touch, 22 FF). Fits his 'Jack of All Trades' nature honestly.


I'm gonna pull out of this, I think I will get bored by the emphasis on crafting, plus I'm feeling burned out.

I wish the rest of you well. Have fun and good luck!


Ok. So I am building this up and having fun creating him :)
I have decided on creating a Dwarf Armored Hulk/Artisan master of Stone.
He is most definitely the anvil insomuch as I am actually having some trouble making sure he does damage :/

Also, I just realized that I could take a level of Aegis instead of the 9th lvl of barbarian and it would give me a huge amount.
Pros: Evasion, stalwart. Become actually immune to the spells i am so resistant of :) Heck i could also get powerful build which would be a huge boon.
Cons: I lose +1 to trap sense, and about 2 hps. Thats it.

So I think Ill do that :)
Aegis HD: 1d10 ⇒ 1
Edit: I thought that I would lose a LOT of hps with that roll, then I realized that my last barbarian roll was a 1 anyways :/


Withdrawing


I've been done with my crunch and have completed my fluff. I will probably continue to fix and wordsmith it.


DM hadn't said anything in a long time... which is concerning... but it is the holidays, so...

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