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Milo v3
2012-12-06, 07:51 AM
I've made a character for a Game I'm going to be in, but I'm not sure on its power level or usefulness so I'd like for opinions on it.

Firstly some information on the game this is planed to be in;

Most 3.5e and PF material is allowed.
Every character will have an ECL of 12
Its a Gestalt
Characters may have up to one flaw.
Homebrew is allowed (Though must be approved)
Characters must have at least one level of Evolutionist (http://www.giantitp.com/forums/showthread.php?t=240717)
The Setting is the Modern real world with the supernatural hiding behind the masquerade. As such many things have been reflavoured but mechanics are the same in always but language.


As for the character himself see the below post.

And yes, he is based off Jackie Estacado.

Milo v3
2012-12-06, 07:52 AM
Current Jack

Character Sheet
Medium Outsider (Augmented Humanoid, Elf, Karmainian, Nephilim, Shadow, and Shapechanger)
HD: 11d12 + 1d8 + 24 (105 HP)
Init +5
Speed 45 ft.
AC: 31 (+5 Dex, +7 Chain Shirt, +4 Natural Armour, +3 Deflection, +2 Dodge), Touch 20, Flatfooted 29
BAB/Grapple: +13/+23
Space/Reach: 5 ft/5 ft (10 ft. Reach with Tentacles)
Attack: +5 Revolver +25 ranged (1d8+8; x4; plus shadow strike) or Bite +22 melee (3d6+5; 19-20; plus improved grab, mutilate, shadow strike, spiritual wound)
Full Attack: +5 Revolver +25/+18/+13 (1d8+8; x4; plus shadow strike) or Bite +22 melee (3d6+5; 19-20; plus Mutilate, Shadow Strike, Spiritual Wound) and 2 tentacles +22 (1d8+5; plus Rend, Shadow Strike)
Special Attacks: Cold Void, Dark Accuracy, Dark Fury, Demonic Executioner, Eldritch Infusion, Frightful Presence, Improved Grab, Mutilate, Pounce, Rend, Shadow Strike, Smite Good, Spiritual Wound, Twisted Combatant
Special Qualities: Armoured Heart, Aspects of the Abyss, Beast's Intution, Change Shape, Confident Step, Damage Reduction 1/Chaotic, Dark Construction, Darkvision 120ft., Devour Darkness, Eldritch Reflexes, Fast Healing 3, Grim Spikes, Resistance to Cold 5, Electricity 10, Fire 5, Sensitive Eyes, Shadow Cannon, Spawn Darkling, Spell-Like Abilities, Tainted Tongue, Tremorsense 20 ft., True Seeing, Umbral Escape, Uncanny Dodge, Weapons Training
Saves: Fort +12, Ref +15, Will +7
Abilities: Str 21 (+7), Dex 17 (+5), Con 14 (+2), Int 12 (+1), Wis 12 (+1), Cha 18 (+4)
Skills: Intimidate 12 (+31), Knowledge (Local) 9 (+12), Perception 11 (+18), Stealth 12 (+21)
Skill Tricks: Absolute Submission (http://www.giantitp.com/forums/showthread.php?t=171328)
Feats: Cloak of the ObyrithB, Improved Unarmed StrikeB, Improved Natural Attack (Bite)B, Power AttackB, Deadly AimB, Rapid ShotB, Combat ReflexesB, Precise ShotB, Bleeding CriticalB, Boost ConstructB, Deflect ArrowsB, PersuasiveB, Plant Mutator, Elemental Mutator, Point Blank Shot, Critical Focus, Rapid Reload, Weapon Focus (Shadow Cannon)WT
Environment: Any Urban.
Organisation: Solo (One and Two Darklings)
Challenge Rating: ? (One of the aims of this thread)
Treasure: All of Jack’s gear.
Alignment: Chaotic Neutral
Advancement: By class level.

Jack is a trained hitman, who utilises his tainted blood to increase his prowess and defeat foes. He is constantly seen wearing black tinted glasses, which hide his glowing red eyes and increase his tactical skill. He understands and can speak English.

Normally he appears to be a well groomed man with long white hair, a black leather jacket which reaches to Jack’s feet, a small silver amulet around his neck, nice black shoes, and gloves which end at his fingers. Though as a consequence of his demonic blood, he can at his whim, manifest two horrific fang headed tendrils from within the darkness of his jacket. On the head of each of these demonic heads is a gemstone which increase its host’s capabilities (The Ioun Stones).

COMBAT
When combating mundanes he will generally restrict himself to utilising his revolver, unless he is attempting to terrify the target. He often uses the Darklings as bodyguards who watch from above, ready to attack with a quick jump.

Armoured Heart (Ex): Having been a Hitman for many years, Jack has grown used to wearing light armour. As such, light armour he wears has its Armour Check Penalty reduced to zero, its Maximum Dexterity Bonus is increased by +2, and its Arcane Spell Failure Chance is reduced by half.

Aspects of the Abyss (Ex): Taint from the abyssal realms can take many forms, with training Jack has learnt to harness them into different styles of combat. Jack can switch between his Aspects with 5 minutes of focus and weapon practice.

The four aspects he can manifest are:

Conquest
While Conquest is manifested Jack gains the following benefits:

When Jack hits an enemy, he gains a +3 insight bonus to AC against that enemy’s attacks for 1 round.
If an enemy attacks and misses Jack, Jack gains a +3 insight bonus to attacks made against that enemy for 1 round.
When Jack is damaged, he may expend an attack of opportunity to roll damage as if he hit with an attack. Jack reduces the damage taken by the result of the roll.
As a free action, Jack may make an attack against an opponent that misses him with a melee attack. If used, this specific ability of the aspect can't be used again for 1d4 rounds.


Death
While Death is manifested Jack gains the following benefits:

Any attacks Jack makes are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Jack gains DR 15/Good.
Jack gains the Summon Spell-Like ability. Once per day he can automatically summon 2d10 evil outsiders with a CR of 2 or less, or 1d4 evil outsiders with a CR of 9 or less. This ability is the equivalent of a 6th-level spell.


Famine
While Famine is manifested Jack gains the following benefits:

Jack's Damage Reduction is increased from 1/Chaotic to 7/Chaotic.
Jack gains the Mettle extraordinary ability.
Jack doesn't die at -10 HP, instead he dies at -15 HP.


War
While War is manifested Jack gains the following benefits:

The Critical Threat Range of Jack's ranged weapons increases by 1.
As a standard action, Jack can take a shot with Shadow Cannon that acts as a Line 30 effect. Opponents with the area of effect must make a Saving Throw DC (21) or take 1d8+3d6+16 damage.
Any time Jack damages an enemy with a ranged attack he may expend a move-action so that his next successful attack against that enemy inflicts maximum damage.



Beast's Intution (Ex): Jack gains a +4 bonus on all knowledge checks made to discern information about a creature.

Change Shape (Su): Jack can change shape as a standard action, suppressing his innate, extraordinaire and supernatural mutations and teratomorphisms and returning to his original form, this ability cannot be used to assume the form of a different creature. True seeing effects show the Jack's form with his mutations and teratomorphisms as his true form, and he reverts to his true form upon death. Jack retains the benefits of his basic, and spell-like mutations, as well as the use of this mutation.

Cold Void (Su): As a standard action, Jack can open an immobile rift anywhere within 260 feet of his position, this rift violently drains the area around itself of any heat and warmth, it lasts for four rounds and has a radius of 10 feet, which increases by 10 feet every round. Any creature inside the area of the rift at the beginning of Jack's turn takes 10d6 points of cold damage, this ability allows no save. Multiple overlapping Cold Void's do not deal additional damage.

Confident Step (Ex): As long as Jack is wearing Light or no armour he gains a 15 ft. bonus to his base land speed. This is shown in the stat block.

Dark Accuracy (Ex): Whenever Jack is in darkness, his attacks have their critical threat ranges increase by two. Shadowly illumination isn't dark enough for to activate this ability.

Dark Construction (Sp): Jack can weave the shadows to develop into structures and objects of his design. Weaving shadows is a standard action, and the shadows require ten minutes to solidify into the chosen forms or develop the desired substances, because of this accelerated growth, however, their duration is limited, and the objects decay away within 24 hours, however, it is possible to use additional use of Dark Construction to restore old creations, sustaining their continued existence (effectively using this ability again to reset their duration). Each use of Dark Construction can create up to two cubic feet of objects per caster level. Besides what was listed above, this works as per the Minor Creation spell, with a caster level equal 15.

Dark Fury (Ex): Jack can make Full-Attacks as a standard action.

Demonic Executioner (Ex): When making an attack roll to confirm a critical hit, Jack gains a +6 bonus.

Devour Darkness (Su): Whenever Jack is at least within reach of darkness he may, as a full round action, heal 13 hitpoints. Jack can reduce the healing received by 10 to remove any one poison, disease or spell effect of his choice affecting him.

Eldritch Infusion (Ex): Any weapon Jack uses gain a +2 enhancement bonus, this enhancement bonus stacks with any the weapon already possesses (to a Maximum of +10).

In addition Jack can expend a move-action to exchange one or more of the enhancement bonuses from his Eldritch Infusion ability, for Magical Weapon qualities of equal cost. These qualities can be reverted to enhancement bonuses as a free action.

As this is an extraordinary ability, your weapon retains the granted magical qualities even while used in an anti-magic field, effected by a Dispel Magic or Disjunction effect, ect. Also, the weapon's appearances isn't modified by any enchantments this grants.

Eldritch Reflexes (Ex): The abomination within Jack's blood grants him minor precognition, allowing him to add his Dexterity bonus his Saving Throws. In addition he possesses a +2 dodge bonus to armour class. This bonus to armour class only applies as long as you Jack isn't wearing medium or heavy armour.

Fast Healing (Ex): In addition to regaining 3 hit points per round, Jack possess the ability to reattach or grow back lost body parts. Holding the lost body part to the stump instantly reattaches it, but regenerating a lost body part takes five minutes.

Frightful Presence (Ex): Whenever Jack successful hits with a critical hit, performs a charge or uses a special ability, all enemies within 60 ft are forced to make a will save (DC 20) or become frightened for 2 rounds. Once a creature has successfully saved against this ability it gains immunity to it for 24 hours.

Grim Spikes (Ex): As a swift action, short spikes of black shadow grow along Jack's body or are retracted within his unharmed flesh. These spikes work as Armor Spikes, increasing the damage of the Jack's other natural weapons and unarmed strikes by one, as well as causing them to deal piercing damage in addition to any other type of damage. The statistics above assume Grim Spikes are active.

Improved Grab (Ex): Whenever Jack hits a creature at least one size category smaller than him with his bite attack, he can attempt to start a grapple as a free action without provoking an attack of opportunity.

Jack has the option to conduct the grapple normally, or use a fanged tendril to hold the opponent. If he chooses to do the latter, he takes a -20 penalty on grapple checks and may not his bite attack, but is not considered grappled himself; Jack does not lose his Dexterity bonus to AC, still threatens an area, and can use his remaining attacks against other opponents.

Mutilate (Ex): The bite of Jack's demonic tendrils causes grievous wounds and can ever tear off limbs. As a swift action, after successfully delivering a bite attack to his target or whenever he scores a critical hit with a bite attack (without need for a swift action), Jack can trash and rend at his opponent’s flesh. Jack's target must succeed on a fortitude save (DC 23) or Jack damages one of his arms or legs (of Jack's choice) to the point of inutility.

An inutilized arm cannot be used to wield a weapon, shield or material components, nor can it be used for anything else, an inutilized leg halves the target’s movement speed, prevents him from running or charging and requires a DC 5 balance check each round (and whenever the victim suffers an attack) to keep standing, a creature with both legs inutilized cannot move except by crawling up to 5 feet as a standard action. Furthermore, even if the victim succeeds its save, the wound bleeds profusely, dealing 1 point of damage on each round, the bleed damage from multiple wounds stacks.

Inutilized arms and legs can be restored with a Regeneration spell and similar effects and abilities. The bleeding caused by this ability can be stopped by any healing spell.

Pounce (Ex): Jack can make a full attack at the end of a charge.

Rend (Ex): When Jack hits an opponent with both Tentacle attacks, he automatically deals extra damage equal to 2d8+10.

Sensitive Eyes (Ex): While in bright light (Such as daylight) Jack suffers a -2 penalty to initiative, perception, and search checks.

Shadow Cannon (Su): Jack may forge a revolver out of the darkness within his very soul. Calling this weapon is a standard action, and if it is ever throw or disarmed, it can be called back to his hand as an immediate action. If the weapon is ever out of Jack's grasp for more than a minute, it dissipates back into his soul until called again. The revolver called has the following enchantments:

+3
Abundant Ammunition


This ability can only be placed on a ranged weapon which uses ammunition. An Abundant weapon creates its own mundane ammunition whenever you take the action to reload the weapon.
Minor conjuration (summoning); CL 1th; Craft Magic Arms and Armor, abundant ammunition; Price +1 bonus.

Thundering


When held by Jack it's +3 bonus increases to +5, unless he redirects the +2 enhancement bonus. Jack's stat block expects that the bonus is an enhancement bonus.

Shadow Strike (Ex): Jack possesses a pool of 4d6 he can allocate to successful attacks each round. On a successful attack, the fighter may add any or all of his Strike dice to the damage inflicted by his attack. Once Strike dice are added to an attack, they are lost until the beginning of your next turn.

Smite Good (Su): Once a day, Jack may attempt to smite good with one normal melee attack, by infusing his strike with the tainted energy of his ancestors. He adds +4 to his attack roll and deals 12 extra points of damage. If Jack accidentally smites a creature that is not good, the smite has no effect but it is still used up for that day.

Spawn Darkling (Sp): Warping the darkness in a manner similiar to Dark Construction, Jack can creating a servant creature known as a Darkling. Using this ability is a standard action, however, the Darkling requires 1 minute to be fully grown. This Darkling remains in existance as long as it isn't destroyed, and has no duration limit. Jack can have only two Darklings active at any given time.

Besides what was listed above, this works as per the Astral Construct power, with a manifestor level of 13.

Spell-Like Abilities (Sp): 5/Day - Fly (DC 20). Caster Level 15. The save DCs are Charisma-based.

Spiritual Wound (Su): The bite of a tendril cuts deeper than flesh, these wounds do not heal naturally and resist magical healing. An injured creature loses 2 additional hit points each round, these wounds stack with themselves. The wound does not heal naturally and resists healing spells. The continuing hit point loss can be stopped by a Heal check, a cure spell, or a heal spell. However, a character attempting to cast a cure spell or a heal spell on a creature damaged by Jack's attack must succeed on a caster level check, or the spell has no effect on the injured creature. A successful Heal check automatically stops the continuing hit point loss as well as restoring hit points. The caster level check has a DC 20, while the heal check has a DC 24.

Tainted Tongue (Ex): Jack gains a +2 bonus to Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with demons.

Twisted Combatant (Ex): The demonic blood within Jack commands him to murder and kill, and grant him gifts to help accomplish such a tasks. When he attempts or attempts to resist a Bull Rush, Disarm, Feint, Grapple, or Trip he gains a +3 bonus to your roll. The bonus to Grapple is applied in the stat block.

True Seeing (Sp): Jack continuously use this ability, as the spell (caster level 15).

Umbral Escape (Ex): Jack can expend an immediate or swift action to make a 5 ft. step. Any checks he would have to make as a result of the 5 ft. step (such as an acrobatics check), suffer a -2 circumstance penalty. This ability can only be used three times per encounter

Uncanny Dodge (Ex): Jack can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.

Weapons Training (Ex): Fiends are natural warriors, and with training Jack can learn to use any weapon. Jack can expend 100 xp, and spend 1d8 days learning how to use a weapon he lacks proficiency with. After this training he gains proficiency with the selected weapon.

In addition he can also expend 500 xp, and spend 1d8 days practicing how to use a weapon he has proficiency with. After this training he gains the Weapon Focus feat for the selected weapon.

Gear
Jack has the following in his possession:

680 gp
+3 Revolver (See Shadow Cannon)
+3 Chain Shirt (Reflavoured as the Leather Jacket)

+3 Bonus

Pink and Green Ioun Stone (Included in statistics) (Flavoured as a gem on the left Darkness Head)
Pale blue Ioun Stone (Included in statistics) (Flavoured as a gem on the right Darkness Head)
Headband of Intellect +2 (Included in Statistics) (Flavoured as his glasses)
Masterwork Tool (Spot) (Included in Statistics) (Flavoured as his glasses)
Gloves of Dexterity +2 (Included in statistics)
Amulet of Health +4 (included in Statistics)
Bag of Holding Type I (Incorporated into armour as Pockets)
Cloak of Resistance +2 (Included in statistics/Incorporated into armour as the jacket’s length)
Ring of Stored Life

A thin wooden ring with a set of sigils carved along its inner and outer edges. When the command word is spoken the wearer is dealt 4d8+7 points of positive energy damage. This ring can be used up to three times a day. In addition this ring possess only 50 charges. Once the ring is empty of charges it immediately rots, then crumbles into dust.
Moderate necromancy; CL 7th; Forge Ring, cure critical wounds; Price 15,120 gp.

Ring of Shadows

A thin glass ring filled with a grim black liquid. The wearer of this ring gains a +2 competence bonus on Stealth checks.
Moderate transmutation; CL 3th; Forge Ring, cat's grace; Price 400 gp.



Darkling
Size/Type: Large Construct
Hit Dice: 13d10+30 (101 hp)
Initiative: +1
Speed: 40 ft. (8 squares), Fly 40 ft. (Average)
Armor Class: 27 (+1 Dex, +17 natural, –1 size), touch 10, flat-footed 26
Base Attack/Grapple: +11/+25
Attack: Slam +20 melee (1d8+12 plus Improved Grab)
Full Attack: 2 slams +20 melee (1d8+12 plus Improved Grab)
Space/Reach: 10 ft./10 ft.
Special Attacks: Constrict, Improved Grab, Pounce
Special Qualities: Construct Traits, Damage Reduction 10/magic, Darkvision 60 ft., Low-Light Vision
Saves: Fort +4, Ref +5, Will +4
Abilities: Str 35, Dex 13, Con —, Int —, Wis 11, Cha 10
Skills: -
Feats: -
Environment: Any
Alignment: Always Neutral

Darklings are brought into being by the umbral power of a shadow demon. They are formed from solid shadowstuff (a portion of matter from the plane of shadow). Darklings possess leathery skin, an imp-like appearance, and a lithe form despite their large size.

COMBAT
Darklings act as directed by Jack. As a free action, a Jack can direct the construct to attack particular enemies, use specific tactics, perform other actions, or do nothing at all. The Darkling does exactly what its creator directs it to do.

Constrict (Ex): On a successful grapple check, the Darkling deals 1d8+12 points of bludgeon damage.

Construct Traits: An astral construct has immunity to poison, sleep, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigued, exhausted, or energy drain. It cannot heal damage, but it can be repaired.

Improved Grab (Ex): To use this ability, the Darking must hit an opponent at least one size smaller than itself with his slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Pounce (Ex): If the Darkling charges a foe, it can make a full attack.

Jack’s Build
Unmodified Abilities: Str 17, Dex 14, Con 10, Int 10, Wis 12, Cha 16
Race: Tiefling (Half-Elf) Source (Post 3 and 4) (http://www.giantitp.com/forums/showthread.php?t=253376)
Bloodline: Demon.
Flaw: Sensitive Eyes
While in bright light you suffer a -2 penalty to initiative, perception, and search checks.
Progression:

Evolutionist (http://www.giantitp.com/forums/showthread.php?t=240717) 1/ Nimble Fighter (http://www.giantitp.com/forums/showthread.php?p=14390686) 1
Bloodline 1/Evolutionist 2
Bloodline 2/Nimble Fighter 2
Evolutionist 3/Nimble Fighter 3
Evolutionist 4/Nimble Fighter 4
Evolutionist 5/Nimble Fighter 5
Evolutionist 6/Nimble Fighter 6
Evolutionist 7/Nimble Fighter 7
Evolutionist 8/Nimble Fighter 8
Evolutionist 9/Nimble Fighter 9
Evolutionist 10/Nimble Fighter 10
Evolutionist 11/Nimble Fighter 11

Mutator Level: 13
Mutations:

Change Shape
Natural Weapon (Tentacles x2)
Rend
Natural Armour
Nimble Form (Included Above)
Powerful Form (Included Above)
Budding Creation (Flavoured to being Darkness Constructs)(Dark Construction)
Verdant Servant (Flavoured to being Darklings)(Spawn Darkling)
Natural Weapon (Bite)
Improved Grab (Bite)
Augmented Critical (Bite +Crit Range)
Fast Healing
Extra Senses
Frightful Presence
Mutilate
Evolve Talent (Deflect Arrows)
Frightful Presence 2
Spiritual Wound
Natural Weapon (Tentacle +)
Verdant Servant 2
Pounce
Extra Senses 2 (Uncanny Dodge)
Evolve Talent (Boost Construct)
Spell-Like Ability Fly
Powerful Form (Included Above)
Divine Ward
Elemental Breach (Cold) – Cold Void
Natural Weapon (Tentacle +)
Natural Weapon (Bite +)
Elemental Rejuvenation – Devour Darkness
Divine Blessing (True Seeing)
Arcane Enhancement
Budding Creation 2
Elemental Breach 2
Nimble Form (Included Above)
ThornsB (Flavoured to being darkness armour) – Grim Spikes
TremorsenseB
Teratomorphisms:
Dire Form
Arms of the Outer Planes (Revolver) – Shadow Cannon
Heart of the Elements [Darkness] – Dark Accuracy
The evolutionist gains the Shadow subtype. Whenever the evolutionist is in darkness, his attacks have their critical threat ranges increase by one for every two teratomorphisms he has. Also, the evolutionist gains Persuasive as a bonus feat.
Regeneration 1

Fighter Traditions:

Artful Duellist - Conquest
Blackguard - Death
Deadly Sniper - War
Rugged Survivor - Famine



Original Jack

Character Sheet
Medium Outsider (Augmented Humanoid, Elf, Karmainian, Nephilim, Shadow, and Shapechanger)
HD: 11d10 + 1d8 (93 HP)
AC: 27 (+4 Dex, +6 Studded Leather Armour, +4 Natural Armour, +3 Deflection), Touch 17, Flatfooted 27
BAB/Grapple: +13/+19
Space/Reach: 5 ft/5 ft (10 ft. Reach with Tentacles)
Attack: +3 Revolver +18 ranged (1d8+11; x4) or Bite +23 melee (3d6+7; 19-20; plus mutilate, spiritual wound)
Full Attack: +3 Revolver +16/+17/+11/+6 (1d8+11; x4) or Bite +23 melee (3d6+7; 19-20; plus Mutilate, Spiritual Wound) and 2 tentacles +23 (1d8+7; plus Rend)
Special Attacks: Cold Void, Dark Accuracy, Deeds, Frightful Presence, Grit, Mutilate, Pounce, Rend, Smite Good, Spiritual Wound
Special Qualities: Beast's Intution, Change Shape, Damage Reduction 1/Chaotic, Dark Construction, Darkvision 120ft., Devour Darkness, Fast Healing 3, Grim Spikes, Resistance to Cold 5, Electricity 10, Fire 5, Sensitive Eyes, Shadow Cannon, Spawn Darkling, Spell-Like Abilities, Stranger’s Fortune, Tremorsense 20 ft., True Seeing, Uncanny Dodge
Saves: Fort +11, Ref +13, Will +9
Abilities: Str 22, Dex 18, Con 14, Int 12, Wis 12, Cha 18
Skills: Bluff 9 (+15), Intimidate 9 (+26), Knowledge (Local) 9 (+10), Perception 9 (+10), Stealth 10 (+18),
Feats: Cloak of the ObyrithB, GunsmithB, Improved Unarmed StrikeB, Improved Natural Attack (Bite)B, Power AttackB, Deadly AimB, Rapid ShotB, Boost ConstructB, Deflect ArrowsB, PersuasiveB, Plant Mutator, Elemental Mutator, Point Blank Shot, Critical Focus, Rapid Reload
Environment: Any Urban.
Organisation: Solo (One and Two Darklings)
Challenge Rating: ? (One of the aims of this thread)
Treasure: All of Jack’s gear.
Alignment: Chaotic Neutral
Advancement: By class level.

Jack is a trained hitman, who utilises his tainted blood to increase his prowess and defeat foes. He is constantly seen wearing black tinted glasses, which hide his glowing red eyes and increase his tactical skill. He understands and can speak English.

Normally he appears to be a well groomed man with long white hair, a black leather jacket which reaches to Jack’s feet, a small silver amulet around his neck, nice black shoes, and gloves which end at his fingers. Though as a consequence of his demonic blood, he can at his whim, manifest two horrific fang headed tendrils from within the darkness of his jacket. On the head of each of these demonic heads is a gemstone which increase its host’s capabilities (The Ioun Stones).

COMBAT
When combating mundanes he will generally restrict himself to utilising his revolver, unless he is attempting to terrify the target. He often uses the Darklings as bodyguards who watch from above, ready to attack with a quick jump.

Beast's Intution (Ex): Jack gains a +4 bonus on all knowledge checks made to discern information about a creature.

Change Shape (Su): Jack can change shape as a standard action, suppressing his innate, extraordinaire and supernatural mutations and teratomorphisms and returning to his original form, this ability cannot be used to assume the form of a different creature. True seeing effects show the Jack's form with his mutations and teratomorphisms as his true form, and he reverts to his true form upon death. Jack retains the benefits of his basic, and spell-like mutations, as well as the use of this mutation.

Cold Void (Su): As a standard action, Jack can open an immobile rift anywhere within 260 feet of his position, this rift violently drains the area around itself of any heat and warmth, it lasts for four rounds and has a radius of 10 feet, which increases by 10 feet every round. Any creature inside the area of the rift at the beginning of Jack's turn takes 10d6 points of cold damage, this ability allows no save. Multiple overlapping Cold Void's do not deal additional damage.

Dark Accuracy (Ex): Whenever Jack is in darkness, his attacks have their critical threat ranges increase by two. Shadowly illumination isn't dark enough for to activate this ability.

Dark Construction (Sp): Jack can weave the shadows to develop into structures and objects of his design. Weaving shadows is a standard action, and the shadows require ten minutes to solidify into the chosen forms or develop the desired substances, because of this accelerated growth, however, their duration is limited, and the objects decay away within 24 hours, however, it is possible to use additional use of Dark Construction to restore old creations, sustaining their continued existence (effectively using this ability again to reset their duration). Each use of Dark Construction can create up to two cubic feet of objects per caster level. Besides what was listed above, this works as per the Minor Creation spell, with a caster level equal 15.

Deed's: As a trained gunmen, Jack has access to the following Deeds:

Deadeye
Focused Aim
Gunslinger's Dodge
Gunslinger's Initiative
Pistol Whip
Utility Shot
Dead Shot
Startling Shot
Targeting
Bleeding Wound
Clipping Shot
Expert Loading


Devour Darkness (Su): Whenever Jack is at least within reach of darkness he may, as a full round action, heal 13 hitpoints. Jack can reduce the healing received by 10 to remove any one poison, disease or spell effect of his choice affecting him.

Fast Healing (Ex): In addition to regaining 3 hit points per round, Jack possess the ability to reattach or grow back lost body parts. Holding the lost body part to the stump instantly reattaches it, but regenerating a lost body part takes five minutes.

Frightful Presence (Ex): Whenever Jack successful hits with a critical hit, performs a charge or uses a special ability, all enemies within 60 ft are forced to make a will save (DC 20) or become frightened for 2 rounds. Once a creature has successfully saved against this ability it gains immunity to it for 24 hours.

Grim Spikes (Ex): As a swift action, short spikes of black shadow grow along Jack's body or are retracted within his unharmed flesh. These spikes work as Armor Spikes, increasing the damage of the Jack's other natural weapons and unarmed strikes by one, as well as causing them to deal piercing damage in addition to any other type of damage. The statistics above assume Grim Spikes are active.

Grit: As a skilled marksmen, Jack starts with 4 Grit every day.

Mutilate (Ex): The bite of Jack's demonic tendrils causes grievous wounds and can ever tear off limbs. As a swift action, after successfully delivering a bite attack to his target or whenever he scores a critical hit with a bite attack (without need for a swift action), Jack can trash and rend at his opponent’s flesh. Jack's target must succeed on a fortitude save (DC 22) or Jack damages one of his arms or legs (of Jack's choice) to the point of inutility.

An inutilized arm cannot be used to wield a weapon, shield or material components, nor can it be used for anything else, an inutilized leg halves the target’s movement speed, prevents him from running or charging and requires a DC 5 balance check each round (and whenever the victim suffers an attack) to keep standing, a creature with both legs inutilized cannot move except by crawling up to 5 feet as a standard action. Furthermore, even if the victim succeeds its save, the wound bleeds profusely, dealing 1 point of damage on each round, the bleed damage from multiple wounds stacks.

Inutilized arms and legs can be restored with a Regeneration spell and similar effects and abilities. The bleeding caused by this ability can be stopped by any healing spell.

Pounce (Ex): Jack can make a full attack at the end of a charge.

Rend (Ex): When Jack hits an opponent with both Tentacle attacks, he automatically deals extra damage equal to 2d8+14.

Sensitive Eyes (Ex): While in bright light (Such as daylight) Jack suffers a -2 penalty to initiative, perception, and search checks.

Shadow Cannon (Su): Jack may forge a revolver out of the darkness within his very soul. Calling this weapon is a standard action, and if it is ever throw or disarmed, it can be called back to his hand as an immediate action. If the weapon is ever out of Jack's grasp for more than a minute, it dissipates back into his soul until called again. The revolver called has the following enchantments:

+3
Abundant Ammunition


This ability can only be placed on a ranged weapon which uses ammunition. An Abundant weapon creates its own mundane ammunition whenever you take the action to reload the weapon.
Minor conjuration (summoning); CL 1th; Craft Magic Arms and Armor, abundant ammunition; Price +1 bonus.

Thundering


Smite Good (Su): Once a day, Jack may attempt to smite good with one normal melee attack, by infusing his strike with the tainted energy of his ancestors. He adds +4 to his attack roll and deals 12 extra points of damage. If Jack accidentally smites a creature that is not good, the smite has no effect but it is still used up for that day.

Spawn Darkling (Sp): Warping the darkness in a manner similiar to Dark Construction, Jack can creating a servant creature known as a Darkling. Using this ability is a standard action, however, the Darkling requires 1 minute to be fully grown. This Darkling remains in existance as long as it isn't destroyed, and has no duration limit. Jack can have only two Darklings active at any given time.
Besides what was listed above, this works as per the Astral Construct power, with a manifestor level of 13.

Spell-Like Abilities (Sp): 5/Day - Fly (DC 21). Caster Level 15. The save DCs are Charisma-based.

Spiritual Wound (Su): The bite of a tendril cuts deeper than flesh, these wounds do not heal naturally and resist magical healing. An injured creature loses 2 additional hit points each round, these wounds stack with themselves. The wound does not heal naturally and resists healing spells. The continuing hit point loss can be stopped by a Heal check, a cure spell, or a heal spell. However, a character attempting to cast a cure spell or a heal spell on a creature damaged by Jack's attack must succeed on a caster level check, or the spell has no effect on the injured creature. A successful Heal check automatically stops the continuing hit point loss as well as restoring hit points. The caster level check has a DC 20, while the heal check has a DC 24.

Stranger’s Fortune (Ex): Jack can ignore a firearm misfire 4 times per day. He can use this ability as a free action.

True Seeing (Sp): Jack continuously use this ability, as the spell (caster level 15).

Uncanny Dodge (Ex): Jack can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.

Gear
Jack has the following in his possession:

805 gp
+3 Revolver (See Shadow Cannon)
+3 Studded Leather (Reflavoured as the Leather Jacket)

+3 Bonus

Pink and Green Ioun Stone (Included in statistics) (Flavoured as a gem on the left Darkness Head)
Pale blue Ioun Stone (Included in statistics) (Flavoured as a gem on the right Darkness Head)
Headband of Intellect +2 (Included in Statistics) (Flavoured as his glasses)
Gloves of Dexterity +2 (Included in statistics)
Amulet of Health +4 (included in Statistics)
Bag of Holding Type I (Incorporated into armour as Pockets)
Cloak of Resistance +2 (Included in statistics/Incorporated into armour as the jacket’s length)
Ring of Stored Life

A thin wooden ring with a set of sigils carved along its inner and outer edges. When the command word is spoken the wearer is dealt 4d8+7 points of positive energy damage. This ring can be used up to three times a day. In addition this ring possess only 50 charges. Once the ring is empty of charges it immediately rots, then crumbles into dust.
Moderate necromancy; CL 7th; Forge Ring, cure critical wounds; Price 15,120 gp.

Ring of Shadows

A thin glass ring filled with a grim black liquid. The wearer of this ring gains a +2 competence bonus on Stealth checks.
Moderate transmutation; CL 3th; Forge Ring, cat's grace; Price 400 gp.



Context Specific Changes

When using the revolver on a target within 30 ft. gains a +1 bonus to Attack and Damage Rolls. (Point Black Shot)
When making an attack roll to confirm a critical hit, you gain a +4 bonus. (Critical Focus)
Jack gains a +2 bonus to Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with demons. (Bloodline)


Darkling
Size/Type: Large Construct
Hit Dice: 13d10+30 (101 hp)
Initiative: +1
Speed: 40 ft. (8 squares), Fly 40 ft. (Average)
Armor Class: 27 (+1 Dex, +17 natural, –1 size), touch 10, flat-footed 26
Base Attack/Grapple: +11/+25
Attack: Slam +20 melee (1d8+12 plus Improved Grab)
Full Attack: 2 slams +20 melee (1d8+12 plus Improved Grab)
Space/Reach: 10 ft./10 ft.
Special Attacks: Constrict, Improved Grab, Pounce
Special Qualities: Construct Traits, Damage Reduction 10/magic, Darkvision 60 ft., Low-Light Vision
Saves: Fort +4, Ref +5, Will +4
Abilities: Str 35, Dex 13, Con —, Int —, Wis 11, Cha 10
Skills: -
Feats: -
Environment: Any
Alignment: Always Neutral

Darklings are brought into being by the umbral power of a shadow demon. They are formed from solid shadowstuff (a portion of matter from the plane of shadow). Darklings possess leathery skin, an imp-like appearance, and a lithe form despite their large size.

COMBAT
Darklings act as directed by Jack. As a free action, a Jack can direct the construct to attack particular enemies, use specific tactics, perform other actions, or do nothing at all. The Darkling does exactly what its creator directs it to do.

Constrict (Ex): On a successful grapple check, the Darkling deals 1d8+12 points of bludgeon damage.

Construct Traits: An astral construct has immunity to poison, sleep, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigued, exhausted, or energy drain. It cannot heal damage, but it can be repaired.

Improved Grab (Ex): To use this ability, the Darking must hit an opponent at least one size smaller than itself with his slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Pounce (Ex): If the Darkling charges a foe, it can make a full attack.

Jack’s Build
Unmodified Abilities: Str 17, Dex 14, Con 10, Int 10, Wis 12, Cha 16
Race: Tiefling (Half-Elf) Source (Post 3 and 4) (http://www.giantitp.com/forums/showthread.php?t=253376)
Bloodline: Demon.
Flaw: Sensitive Eyes
While in bright light you suffer a -2 penalty to initiative, perception, and search checks.
Progression:

Evolutionist (http://www.giantitp.com/forums/showthread.php?t=240717) 1/ Gunslinger (http://paizo.com/pathfinderRPG/prd/ultimateCombat/classes/gunslinger.html) 1
Bloodline 1/Evolutionist 2
Bloodline 2/Gunslinger 2
Evolutionist 3/Gunslinger 3
Evolutionist 4/Gunslinger 4
Evolutionist 5/Gunslinger 5
Evolutionist 6/Gunslinger 6
Evolutionist 7/Gunslinger 7
Evolutionist 8/Gunslinger 8
Evolutionist 9/Gunslinger 9
Evolutionist 10/Gunslinger 10
Evolutionist 11/Gunslinger 11

Mutator Level: 13
Mutations:

Change Shape
Natural Weapon (Tentacles x2)
Rend
Natural Armour
Nimble Form (Included Above)
Powerful Form (Included Above)
Budding Creation (Flavoured to being Darkness Constructs)(Dark Construction)
Verdant Servant (Flavoured to being Darklings)(Spawn Darkling)
Natural Weapon (Bite)
Improved Grab (Bite)
Augmented Critical (Bite +Crit Range)
Fast Healing
Extra Senses
Frightful Presence
Mutilate
Evolve Talent (Deflect Arrows)
Frightful Presence 2
Spiritual Wound
Natural Weapon (Tentacle +)
Verdant Servant 2
Pounce
Extra Senses 2 (Uncanny Dodge)
Evolve Talent (Boost Construct)
Spell-Like Ability Fly
Powerful Form (Included Above)
Divine Ward
Elemental Breach (Cold) – Cold Void
Natural Weapon (Tentacle +)
Natural Weapon (Bite +)
Elemental Rejuvenation – Devour Darkness
Divine Blessing (True Seeing)
Arcane Enhancement
Budding Creation 2
Elemental Breach 2
Nimble Form (Included Above)
ThornsB (Flavoured to being darkness armour) – Grim Spikes
TremorsenseB
Teratomorphisms:
Dire Form
Arms of the Outer Planes (Revolver) – Shadow Cannon
Heart of the Elements [Darkness] – Dark Accuracy
The evolutionist gains the Shadow subtype. Whenever the evolutionist is in darkness, his attacks have their critical threat ranges increase by one for every two teratomorphisms he has. Also, the evolutionist gains Persuasive as a bonus feat.
Regeneration 1

Milo v3
2012-12-06, 09:15 PM
So how powerful is this as a twelfth level character? How useful would he be to his party?

avr
2012-12-07, 01:58 AM
Well - you have offense covered, constant true seeing is enough to be 'useful to his party' on its own, and your darklings are useful thugs. OTOH you go down easily, most of your skills are so-so, spell resistance 15 is probably more harm to you than useful, and I'm not sure how you're getting "Full Attack: 4 +6 Revolvers +16/+17/+11/+6" with just one +3 revolver.

Milo v3
2012-12-07, 03:10 AM
OTOH you go down easily
I've added an Amulet of Health +2, which if I'm right increases his health to 81. Though that isn't much of a change.


most of your skills are so-so,
Likely a result of his unmodified intelligence score of 10.


spell resistance 15 is probably more harm to you than useful
How?


and I'm not sure how you're getting "Full Attack: 4 +6 Revolvers +16/+17/+11/+6" with just one +3 revolver.
The four is an error, which has now been fixed. And isn't the the revolver a +6, as it has the +3 from the Enchantment Bonus, +1 from Abundant Ammunition, +1 from Thundering, +1 from Ghost Touch. 3+1+1+1 = 6.

Milo v3
2012-12-08, 06:11 AM
{Scrubbed. Don't bump threads.}

avr
2012-12-08, 11:02 PM
The revolver would have a price equal to that of a +6 weapon due to its 3 +1 equivalent features, but it is a +3 weapon.

SR 15 may interfere with buffs or anything similar cast by party members at you, especially if they have a caster level lower than their character level (from multiclassing or prestige classes) but it isn't likely to have an effect on your enemies. My observation is that big bosses with a higher caster level than your character level are more common than attacks by multiple casters of a lower level than you.

For defence just think about how you'd deal with some not unlikely situations. Say, if there are lots of low-level people (or a smaller group of mid-level people) with firearms within one range increment (so they can target touch AC). Can you find a way to turn invisible, or to wipe them all out, or to cut off LOS, perhaps via cheap equipment? With so-so stealth you can't count on sneaking up on them.

Similarly if you get ambushed (so-so perception) by more traditional monsters. Can you find a way of not dying in round 1?

Phelix-Mu
2012-12-08, 11:43 PM
Hmm, I'm not an expert in modern-mechanics, and there is a lot of stuff you have access to, long list of special abilities...some of which seem eerily reminiscent of this humourous, if dark, fps video game I once watched my friend play. But I would echo the other comments here about maybe too much offense focus.

Consider for a moment your concept, which seems to be hitman with access to supernatural methods of killing. Alright, so you need to narrow your MO. Do you sneak up on people and shoot them? Walk up in a crowd? Usually not smart to look scary (Jack seems intimidating even minus the supernatural stuff) and plan on walking up to your target's face. Not without excellent hp and defense, anyway.

Real-world hitman concept usually involves some kind of ambush/sneakiness or sniperism. Revolvers is anti-sniper.

And, just in case we are bordering on intellectual property theft with regards to a certain video game (which shall remain nameless), I believe that tanking in that game was ridiculously easy. Every enemy you killed basically healed you, which was great, since maneuverability was low, range was not terrific, and besides having lots of staying power, there wasn't a lot of emphasis on defensive tactics. Kind of a wade in and take the hit style, at least the way my friend played it (start to finish in a couple hours). Your methods of healing are very mediocre, not at all tied to damage output like in the game. Full-round action to heal is good out of combat, but fast healing 3 is also more or less out of combat healing, neither will save you in a boss fight, let alone one versus many.

With your hit points and AC, I'd be more worried about the fighting style. In the game, it was up close and personal. But you have a big strength (which seems not that useful with the guns), but then low Constitution. If you need the strength to justify all the melee abilities, then drop the Dex and reduce gun focus. Then raise your Constitution Let's face it, the game was kind of very much encouraging you to get close and tear your enemies apart. The guns were as much for shooting light sources as anything else.

Finally, please analyze your source material. If there is a game behind this, then Jack was initially an unwilling victim of his powers. He spent a while fighting the system, so to speak. Unless your character is also this way, it makes more sense for him to specialize in fighting with his supernatural abilities, symbolic of his higher evolution, which the evolutionist flavor suggests you have wholeheartedly embraced. Going back to using a gun, even one forged from his own soul, when he can summon those rifts and rock in melee, seems silly.

Want a gun anyway? Some kind of rifle designed for max range and taking advantage of his darkness abilities and increased crit range seems better, and possibly more affordable(?). Your cold rift thingy is otherwise much better than your gun. Unless the enemy is immune to cold.

Milo v3
2012-12-09, 05:30 PM
SR 15 may interfere with buffs or anything similar cast by party members at you, especially if they have a caster level lower than their character level (from multiclassing or prestige classes) but it isn't likely to have an effect on your enemies.
I've removed the SR now and changed some of my wealth to a better amulet of health, and a "non-cheesy" healing ring.


For defence just think about how you'd deal with some not unlikely situations. Say, if there are lots of low-level people (or a smaller group of mid-level people) with firearms within one range increment (so they can target touch AC). Can you find a way to turn invisible, or to wipe them all out, or to cut off LOS, perhaps via cheap equipment? With so-so stealth you can't count on sneaking up on them.
I could try different things, though the number options aren't high:
+3 Revolver Full Attack would likely take out at least three of them.
Charge, placing myself between two of them, then full attack with my natural weapons.
Retreat and use Cold Void to force the enemies to break formation.

During all of these the Darklings would charge, full attack, grapple.


Similarly if you get ambushed (so-so perception) by more traditional monsters. Can you find a way of not dying in round 1?
Allies. Two of my party members are focusing on Wisdom and will have high perception scores.


Hmm, I'm not an expert in modern-mechanics, and there is a lot of stuff you have access to, long list of special abilities...some of which seem eerily reminiscent of this humourous, if dark, fps video game I once watched my friend play. But I would echo the other comments here about maybe too much offense focus.


And yes, he is based off Jackie Estacado.


Consider for a moment your concept, which seems to be hitman with access to supernatural methods of killing. Alright, so you need to narrow your MO. Do you sneak up on people and shoot them? Walk up in a crowd? Usually not smart to look scary (Jack seems intimidating even minus the supernatural stuff) and plan on walking up to your target's face. Not without excellent hp and defense, anyway.
Sneak into base, home, etc. Then he would spawn his Darklings and Shadow Cannon. Once he locates his target he will try and surprise full attack him with his Revolver at range, or charge depending on the terrain and whether the target has guards. If there are guards then he will utilise his Darklings more and his Cold Void to disperse them.


And, just in case we are bordering on intellectual property theft with regards to a certain video game (which shall remain nameless), I believe that tanking in that game was ridiculously easy.
It isn't intellectual property theft to base a D&D character of a comic/video game character. Especially since people on gitp have already made classes specifically designed to play Jackie Estacado and the Angelus from the Darkness Series.


[QUOTE]Every enemy you killed basically healed you, which was great, since maneuverability was low, range was not terrific, and besides having lots of staying power, there wasn't a lot of emphasis on defensive tactics. Kind of a wade in and take the hit style, at least the way my friend played it (start to finish in a couple hours). Your methods of healing are very mediocre, not at all tied to damage output like in the game. Full-round action to heal is good out of combat, but fast healing 3 is also more or less out of combat healing, neither will save you in a boss fight, let alone one versus many.
Sadly I couldn't find a way to mimic the second games excecutions which heal you when you kill someone with them. Also, the take the hit style was only really in the second game where you are covered in darkness armour and shields and recover health every two seconds.

This is more based on the first game where you had to aim for the head unless you are close against a very small number of enemies. Trying to kill more than four people with melee would end in you dying from being shot in the head.


Finally, please analyze your source material. If there is a game behind this, then Jack was initially an unwilling victim of his powers. He spent a while fighting the system, so to speak. Unless your character is also this way, it makes more sense for him to specialize in fighting with his supernatural abilities, symbolic of his higher evolution, which the evolutionist flavor suggests you have wholeheartedly embraced. Going back to using a gun, even one forged from his own soul, when he can summon those rifts and rock in melee, seems silly.
Jack's tainted blood is constantly telling him to commit evil and trying to force him to ascend into a demon, he is currently resisting. Otherwise he would turn evil and have demon hunters (such as one of my party members) after him.


Want a gun anyway? Some kind of rifle designed for max range and taking advantage of his darkness abilities and increased crit range seems better, and possibly more affordable(?). Your cold rift thingy is otherwise much better than your gun. Unless the enemy is immune to cold.
Cold Void only does damage if the enemy is in the area on my turn. If they take a move action they can circumvent all the damage. Also I want at least one hand free so a rifle isn't an option, also rifles have the same critic range as revolvers. And rifles cost nearly double that of a revolver.

Milo v3
2012-12-19, 09:18 AM
Okay, I've made some large changes to Jack, mainly changing his class from Gunslinger to Fighter (http://www.giantitp.com/forums/showthread.php?p=14390686).

So is the modified and current Jack improved, and more likely to survive compared to the orginal glass cannon Jack?