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  1. - Top - End - #61
    Dwarf in the Playground
     
    OldWizardGuy

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    Default Re: [PF1e] Gestalt Way of the Wicked

    Quote Originally Posted by ooogooman View Post
    That neatly suggests a solution: just take the positive-and-negative-energy-healing racial trait and self-heal with that. Thanks for your flexibility.]
    I went a different method with my antipaladin, just nabbing negative energy affinity out the gate through black blood

    Gotta say, levels 3-4 are crazy good for that antipaladin/oracle build

    @GM are we expected to spend the bitten feat chain to gain our vampirism or are we going to be turned into vampires by the power of PLOT

  2. - Top - End - #62
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    redfeline's Avatar

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    Default Re: [PF1e] Gestalt Way of the Wicked

    I am looking forward to seeing how the vampire is worked into this.
    Custom avatar by Emperor Ing

  3. - Top - End - #63
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    OrcBarbarianGuy

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    Default Re: [PF1e] Gestalt Way of the Wicked

    Quote Originally Posted by RoTWS View Post

    While putting the spell links in might work for you, I cannot click on them or easily view the full text of the link.

    I don't think most people put in the links to spells either. If you think its cluttering up the page or makes the page hard to read I can definitely remove the links. Just let me know. I could put the spell summary details on the right side.

  4. - Top - End - #64
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    Triskavanski's Avatar

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    Default Re: [PF1e] Gestalt Way of the Wicked

    So I'm currently working on https://www.myth-weavers.com/sheet.html#id=2159547 as my character for this. Just trying to figure out how exactly I'd want them to go and then from there will be done rather quickly.
    Animated Spellcards from the Deck of Many Things
    A game I found interesting Aegis: Innocence

  5. - Top - End - #65
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    BardGuy

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    Default Re: [PF1e] Gestalt Way of the Wicked

    Quote Originally Posted by Lord Foul View Post
    I went a different method with my antipaladin, just nabbing negative energy affinity out the gate through black blood

    Gotta say, levels 3-4 are crazy good for that antipaladin/oracle build

    @GM are we expected to spend the bitten feat chain to gain our vampirism or are we going to be turned into vampires by the power of PLOT
    You'll just be straight-up getting the template.

  6. - Top - End - #66
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    Flumph

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    Default Re: [PF1e] Gestalt Way of the Wicked

    Elaine Soren is mostly complete. Just working on converting my ideas for her background/personality into something resembling decent writing.

    I'm also bouncing around ideas and trying to make an interesting Kineticist gestalt, but that's a problem for later.

  7. - Top - End - #67
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    OldWizardGuy

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    Default Re: [PF1e] Gestalt Way of the Wicked

    Quote Originally Posted by RoTWS View Post
    You'll just be straight-up getting the template.
    Awesome. I'll replace taking the bitten feat on my characters then

    Spoiler: character 1 Drack vakarin, yes I know mythweavers, I'll transfer stuff when I get home
    Show

    Gestalt way of the wicked drack Vakarin
    NE Fighter (venom blade)/alchemist (vivisectionist, toxicant, sphere) worshiper of Haagenti

    Str 17
    Dex 14
    Con 10
    Int 16
    Wis 11
    Cha 14

    HP 11
    Offense
    To hit (melee) +4
    Ranged +3 touch spit venom
    +4 thrown splash
    Sneak attack 1d6

    Defense
    AC 13 (touch 12 flat foot 11)
    Saves fort +2 will +2 reflex +2

    Skills
    Craft (alchemy) +7
    Know (religion) +7
    Perception +8
    Intimidate +6
    Slight of hand +6
    Disable device +6
    Know (engineering) +7
    Stealth +6
    Profession (soldier) +4
    Handle animal +4
    (All other skills at just the relevant ability score mod)

    Feat:
    Bonus feat: throw anything
    Bonus feat: spit venom
    Bonus feat: brew potion
    Combat talent (alchemy sphere (performance enhancer))

    Chemist (trade in alchemist proficiencies)
    Chemists who go adventuring often find the bottle makes as good of a weapon as what might be inside it.
    Bonus Talents:
    * Equipment: Fast Draw
    * Alchemy sphere (formulae package)
    * Barroom sphere
    * Variable: Chemists gain one additional talent of their choice from either the Barroom sphere or Alchemy sphere. (Improved alchemist Fire)

    Mana Chemistry [IHB2] (drawback, gain poison package as the bonus talent selected)
    Your formulae and poisons use magical elements as part of their designs. This makes the effects your formulae and poisons create magical in nature and subject to spell resistance. In addition their effects may be dispelled by dispel magic (and other such similar effects) and your formulae and poisons are treated as magic items for the purposes of dispelling effects.


    Venomous Dragon (drawback, requires (poison) package) [Apoc]
    Source: Spheres Apocrypha: Alchemical Poisons
    Whenever you try to make toxic gases, you never quite get it right. Maybe the poison’s too light, and it spreads too thin to be of any harm, or maybe it is too heavy and it falls too low to harm anyone. Luckily, you have learned a special technique to get as much poison as you want, wherever you want. You must choose the Noxious Breath talent with the bonus talent granted by this drawback. You cannot throw inhaled poisons as a splash weapon, but can still use the Noxious Breath talent when you would normally be able to.

    Noxious Breath [Apoc]
    Source: Spheres Apocrypha: Alchemical Poisons
    Whenever you could throw an inhaled poison, instead of throwing the poison as a splash weapon you can have it affect either a cone-shaped spread with a length of twice the radius of the poison, or a line-shaped spread with a length four times the radius of the poison. As normal for cones and lines this spread starts from any corner of your square.

    Teetotaler (drawback)
    You do not gain the hard drinker ability, and cannot gain the drunk status nor select (drunk) talents. You cannot possess both this and the Alcoholic drawback. You gain Barroom Expert with this drawback.


    Brutal Breaker
    You do not suffer any penalty when using an improvised weapon, be it ranged or melee, and may treat improvised weapons you are wielding as manufactured weapons for the purpose of being able to be targeted by spells and other effects. You may grab an unattended object within your natural reach and make an attack action with it as part of the same standard action.
    Additionally, you may treat any improvised weapon made of any material with a hardness of 5 or lower (wood, glass, etc.) as having the fragile weapon special feature for the purpose of any feats or talents you possess. This does not apply to magic items, nor to creatures being used as improvised weapons.
    Some talents allow you to grant a fragile weapon the broken condition in exchange for a benefit. If you apply a second such benefit to a weapon, it is destroyed. You cannot apply more than 2 benefits that break a weapon to the same weapon attack.

    Barroom Expert
    You may treat an improvised weapon as though it had one of the following special features (chosen upon first picking up an improvised weapon and may be changed once per round as a free action): blocking, brace, deadly, disarm, distracting, double (this may not be applied to improvised light weapons), grapple, nonlethal, performance, reach (this may only be applied to two handed improvised weapons), sunder, or trip. If the GM chooses, he may pose reasonable limitations on which items can gain which special features (for example, a sack of flour wouldn’t have reach, while a sandwich wouldn’t have deadly).
    In addition, the improvised weapon has its damage increased by 1 size category and has its critical threat range increased to 19–20, with a critical multiplier of ×2. At +10 base attack bonus, improvised weapons have their critical threat range increased to 18-20 and you may apply two of the listed special features to improvised weapons. Associated Feat: Improvised Weapon Mastery

    Spheres selected
    Life sphere
    Enhancement sphere
    Instill enhancement
    Physical enhancement
    Spell points (5)

    Apothecary
    Apothecaries are masters of tinctures and tonics, who are capable of turning mere bottles of water or pinches of salt into potions and magic powders. Unlike the academic alchemists of the larger cities, apothecaries usually set up shop in country towns, learning as much from experimentation and tradition as they do from their teachers.
    Casting Ability Modifier: Intelligence
    Drawbacks: Material Casting, Skilled Casting (Craft (alchemy) or Profession (apothecary)); Special Delivery (Enhancement)
    Boon: +1 spell point, +1 per six levels in casting classes.

    Traits
    Magical knack (alchemist)
    Deserter
    Healing reserve
    Power hungry (drawback)



    Cure
    As a standard action, you may spend a spell point to touch a target and heal it an amount of damage equal to 1d8 + your caster level. To living creatures, this is a harmless positive energy effect, but it is harmful to undead and other creatures normally damaged by positive energy (Will half).
    Invigorate
    As a standard action, you may invigorate a touched creature, granting them temporary hit points equal to your caster level (minimum 1). Unlike normal temporary hit points, this ability can only be used on an injured target and cannot raise a target’s current hit points plus their temporary hit points to be higher than their total hit points. This benefit lasts for 1 hour (Will negates (harmless)).
    Restore
    As a standard action, you may touch a target and spend a spell point to restore their health (Will negates (harmless)). When using restore, you must choose to restore mind, body, or soul. If affecting multiple targets, this choice becomes the same for all targets.
    If restoring mind, this accomplishes all of the following:
    * Removes the dazzled condition.
    * Removes the shaken condition or lessens frightened to shaken, or panicked to frightened.
    * Removes the staggered condition.
    If restoring body, this accomplishes all of the following:
    * Removes the battered condition. (See Spheres of Might.)
    * Removes the fatigued condition or lessens exhaustion to fatigued.
    * Removes the sickened condition or lessens nauseated to sickened.
    If restoring soul, this:
    * Heals 1d4 points of ability damage to one ability score of your choice.
    If the condition targeted is part of an on-going effect, restore instead suppresses the condition for a number of rounds equal to your caster level. This cannot be used to remove curses or instantaneous effects.


    Enhance
    As a standard action, you may enhance a creature or object within close range for as long as you concentrate. You may always spend a spell point to allow an enhancement to continue for 1 minute per caster level without concentration. If targeting a creature or intelligent item that does not want to be enhanced (or an item in a creature’s possession that does not want their item enhanced), the target is allowed a Will save (DC 10 + 1/2 caster level + casting ability modifier) to negate the effect. Enhancements are subject to spell resistance.
    Each time you use enhance, you choose one enhancement to bestow. When you gain the Enhancement sphere, you gain the following enhancement:
    Enhance Equipment
    You may enhance a weapon, suit of armor, shield, or as many as 50 pieces of ammunition grouped together (in the same container or quiver), granting it a +1 enhancement bonus. This bonus increases by 1 for every 4 caster levels possessed (maximum +5). This does not stack with any enhancement bonus already possessed by the item.

    Physical Enhancement (enhance)
    You may enhance creatures, granting them a +2 enhancement bonus to either their Strength, Dexterity, or Constitution scores. This increases by +2 per 7 caster levels.

    Improved Alchemist Fire (formulae)
    Craft DC: 20
    You create a flask of alchemist’s fire that functions as a splash weapon you can use as a ranged touch attack with a range increment of 10 ft., dealing 1d6 fire damage +1d6 per two Craft (alchemy) ranks you possess to the target of a direct hit, half that damage to targets 5 ft. away from the point of contact, and 1 point of fire splash damage per die of damage this weapon deals on a direct hit to targets 10 ft. away from the point of contact (to a maximum of half the damage dealt to the primary target). All targets closer than the furthest splash damage ring catch fire and suffer an additional 1d6 points of fire damage again on each subsequent round. Affected targets can use a full-round action to attempt to extinguish the flames before taking this additional damage with a successful Reflex save; rolling on the ground provides the target a +2 bonus on the save. Leaping into a large body of water or magically extinguishing the flames automatically smothers the fire.
    You can increase the Craft DC for this weapon in increments of 10; each time you do so, the range for each damage increment increases by 5 ft. (for example, if you increase the Craft DC to 30, you would deal full damage to all targets within 5 ft. of the point of contact, half damage to all targets 10 ft. away from the point of contact, and 1 point of damage to all creatures within 15 ft.).

    Performance Enhancer (toxin) (aka lesser mutagen)

    You may choose for your poison to not cause fatigue, but instead to enhance the physical aptitude of those subjected to it (this talent cannot be used with a contact or inhaled poison). Those who are under the effects of this poison gain a +2 alchemical bonus to either their Strength, Dexterity, or Constitution (chosen upon creation) and a -2 penalty to one of the creature’s mental scores for 1 minute. If this enhances the creature’s Strength, it applies a penalty to their Intelligence. If it enhances the creature’s Dexterity, it applies a penalty to their Wisdom. If it enhances the creature’s Constitution, it applies a penalty to their Charisma. At the end of this talent’s duration, the creature must make a successful Fortitude save or be sickened for 10 minutes. If you possess at least 10 ranks in Craft (alchemy), this bonus increases by +2. A creature cannot benefit from an Performance Enhancer more than once per hour.


    Spoiler: Drack fluff
    Show

    Drack Vakarin was a soldier. All his life he spent honing the talents required to stay alive on the battlefield. Sometimes that meant learning how to heal, sometimes it meant not playing fair by the standards of the pinkskins and using poisons or explosives. Often survival depended on knowing magic, and so he learned how to extract magic from various plants and chemicals. He found he was good at war, stabbing with spears or slicing with swords all while wearing the heaviest of armors. He began to get a reputation for sabotage and surviving where others wouldn't but after a job sent on what should have been suicide stamping out a coven of vampires, and instead he was able to limp back only partially drained of his vital fluids, he decided that the only one's who's survival mattered was his own. The next time he was told to take point sabotaging something that would probably result in his death he instead decided to bail, tuning away when he was needed.
    But in these lands, desertion is punished by death, and how will the lizard man escape without his tools? the answer? Any way he can.


    Spoiler: Alek Willhelm crunch
    Show

    Alek Wilhelm way of the wicked gestalt
    Antipaladin (tyrant, sphere)/Oracle (black blooded, duel cursed)

    Str 16
    Dex 14
    Con 10
    Int 13
    Wis 12
    Cha 18

    Offense
    To hit (melee) +4
    Death touch +4 touch (1d6+1 negative energy)
    To hit (ranged) +3
    Smite 1/day
    Move 30ft land swim 20ft

    Defense
    Saves fort +1 reflex +2 will +3
    AC 12 (10 ff 12 touch)
    Energy resist cold 7 acid 7 shock 7
    CMD

    Spells known
    0th 4 create water, detect magic, detect poison, light
    1st Cure light, inflict light, obscuring mist
    4 1st level per day

    Death’s Touch (Su): You can cause terrible wounds to appear on a creature with a melee touch attack. This attack deals 1d6 points of negative energy damage +1 point for every two oracle levels you possess. If used against an undead creature, it heals damage and grants a +2 channel resistance for 1 minute. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

    Misfortune (Ex): At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it’s worse than the original roll. Once a creature has suffered from your misfortune, it cannot be the target of this revelation again for 1 day.


    Aura of Evil (Ex)
    The power of an antipaladin’s aura of evil (see the detect evil spell) is equal to his antipaladin level. A paladin who uses smite evil on an antipaladin deals 2 points of damage per paladin level on his first successful attack.
    Detect Good (Sp)
    At will, an antipaladin can use detect good, as the spell. An antipaladin can, as a move action, concentrate on a single Item or individual within 60 feet and determine if it is good, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the antipaladin does not detect good in any other object or individual within range.
    Smite Good (Su)
    Once per day, an antipaladin can call out to the dark powers to crush the forces of good. As a swift action, the antipaladin chooses one target within sight to smite. If this target is good, the antipaladin adds his Charisma bonus (if any) on his attack rolls and adds his antipaladin level on all damage rolls made against the target of his smite. If the target of smite good is an outsider with the good subtype, a good-aligned dragon, or a good creature with levels of cleric or paladin, the bonus to damage on the first successful attack increases to 2 points of damage per level the antipaladin possesses. Regardless of the target, smite good attacks automatically bypass any DR the creature might possess.
    In addition, while smite good is in effect, the antipaladin gains a deflection bonus equal to his Charisma modifier (if any) to his AC against attacks made by the target of the smite. If the antipaladin targets a creature that is not good, the smite is wasted with no effect.
    The smite good effect remains until the target of the smite is dead or the next time the antipaladin rests and regains his uses of this ability. At 4th level, and at every three levels thereafter, the antipaladin may smite good one additional time per day, as indicated on Table: Antipaladin, to a maximum of seven times per day at 19th level.

    Curses (vampire corruption, black blood)

    Skills
    Know (religion) 1
    Perception 1
    Intimidate 1
    Craft (weapon) 1
    Linguistics 1
    Appraisal 1
    Slight of hand 1
    Bluff 1

    Varient racial abilities
    Angel blooded, true speaker (replaces skills), swim 20ft (replaces spell like)

    I intend to pick almost entirely blood/death effects with my sphere talents, maybe just a touch of destruction, probably picking extras with my feats.
    Will mostly use debuffs through spells, bleed damage and touch of corruption in combat. will eventually grant the party the tactical advantage of numbers.
    Will eventually have great defenses and can heal the party (and will do so better once they get over that whole "being alive" thing)

    Feat: extra revaluation (misfortune)
    Traits: Slave trading, impervious, innocent (aasimar racial)
    Drawback: power hungry

    Thief (trading in oracle proficiencies) (if I'm allowed to trade my other class's proficiencies in for a second tradition I'll do that to get militia or noble, but I don't think you can)
    Thieves avoid fair fights whenever possible. Their favorite tactic is to take their opponents unaware, but barring that, a dirty trick or a well-placed feint will let them end the fight quickly.
    Bonus Talents:
    * Equipment: Rogue Weapon Training
    * Scoundrel sphere
    * Fencing sphere
    * Variable: Thieves gain either an Equipment talent of their choice, or a talent from the Scoundrel or Fencing spheres.

    Rogue Weapon Training (discipline)
    You gain proficiency with the blade boot, butterfly knife, garrote, hand crossbow, kukri, rapier, sap, short sword, shortbow, starknife, switchblade knife, sword cane, war razor, and whip. Additionally, you gain a +2 competence bonus to Sleight of Hand checks made to conceal a weapon on your person. At +10 base attack bonus, this competence bonus increases to +4.

    Scoundrel sphere
    Masters of subtlety and guile, practitioners of the Scoundrel sphere know how to best manipulate opponents into dropping their guard before taking them for everything they have. When you gain the Scoundrel sphere, you gain 5 ranks in the Sleight of Hand skill, plus 5 ranks per additional talent spent in the Scoundrel sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in the Sleight of Hand skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining talents, such as through the armiger’s customized weapons class feature.
    All practitioners of the Scoundrel sphere gain the following abilities:
    Swift Hands
    You may use your Dexterity in place of your Strength when attempting a dirty trick or steal maneuver and may use your ranks in the Sleight of Hand skill in place of your base attack bonus when determining your combat maneuver bonus to perform a dirty trick or steal maneuver. In addition, you may apply any enhancement bonuses to your unarmed strikes to your dirty trick and steal combat maneuvers.
    Marked Target
    You may make a melee touch attack against a creature as a swift action; if this attack is successful, the creature is battered and takes a -1 penalty on Perception checks for 1 round. For every 4 ranks in Sleight of Hand you possess, this penalty is increased by 1.
    Whenever you perform a steal or dirty trick combat maneuver, or make a Sleight of Hand check to take an object from a target unnoticed, you may apply one (trick) talent to it. (Trick) talents cannot be applied to maneuvers performed as a free action.

    Fencer sphere
    Fencers are quick fighters who use nimble footwork and expert feints to open up their target before landing a fatal blow.
    When you gain the Fencing sphere, you gain 5 ranks in the Bluff skill, plus 5 ranks per additional talent spent in the Fencing sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in the Bluff skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining talents, such as through the armiger’s customized weapons class feature.
    Fatal Thrust
    Whenever you make an attack action or an attack of opportunity against a target that is within 30 ft. and that you are flanking, that is flat-footed, or that has lost its Dexterity bonus to AC (such as through a successful feint), you deal an additional +1d6 precision damage to the target. This damage is not multiplied on a critical hit. This damage increases by an additional 1d6 precision damage for every 5 points of base attack bonus you possess.
    A fencer may apply the effects of a single (exploit) talent to any fatal thrust.

    Belt Cutter (exploit)
    You may attempt a steal combat maneuver against the target as a free action which does not provoke an attack of opportunity.



    Spoiler: Alek Willhelm fluff
    Show

    Alek Willhelm was born with a silver spoon is hand, a minor noble seemingly blessed by an angelic bloodline there were few to no hardships In his life. Whatever he wanted, it was given to him or he took it himself and no one batted an eye. It should have been no surprise to anyone when he started to take more and more, turning to the lord of lies and contracts for greater power, a hunger for which leaves him continually unsatisfied to the point of honestly believing he should be in charge of the world whenever he indulges himself in fantasy. Eventually, between the whispering of the dark lord Asmodaeus and the ever growing ego he kept pushing the limit of what he could do without anyone stoping him, until he started trying to simply buy and sell people and was caught, sentenced to die for his crimes. He vowed revenge against his captors, did they not know who they were dealing with? He was Alek Willhelm! He will see them burn for this If it is the last thing he does

    All in all two very dirty fighters and capable healers (Drack will need to take a life talent to be able to heal undead, but that's fine, he doesn't need many magic talents to do his sthick. He's mostly martial)

    Both of them are strong melee combatants in the early game but gain powerful debuff and control abilities as the game goes on
    I'm quite proud of their crunch here, and from the previous times I've tried to play this AP with these characters (more or less, I've tweaked them each time) I'm also fond of how they play personality wise too.
    I couldn't decide which one to submit, so here's both of them for you
    If you have any questions, feel free to ask
    Last edited by Lord Foul; 2020-03-27 at 08:50 PM.

  8. - Top - End - #68
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    GreenSorcererElf

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    Default Re: [PF1e] Gestalt Way of the Wicked

    Zai Rukz is pretty much done. Though if you have any questions, feel free to ask and I'll try to expand or embellish as best I can. Hope you like him.

  9. - Top - End - #69
    Ogre in the Playground
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    Default Re: [PF1e] Gestalt Way of the Wicked

    Alright, done with the necromancer grandmother in terms of raw mechanics. Backstory is an incomplete 10 minute background- Need to figure out what kind of secrets she would be keeping, along with thinking about someone relevant to bring to the fore as either an ally or an enemy.
    https://www.myth-weavers.com/sheet.html#id=2157384

    Spoiler: 10 minute background
    Show

    Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!


    1) A kindly, loving grandmother.
    2) She also loves undead. In more ways then one.
    3) She's been keeping this love secret since she was 50
    4) She was only found out after having affairs with a corpse under the altar.
    5) She's never been one for hard work- she married a well-off


    Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.


    [Example]
    1) Find herself a comfortable place to settle down and find herself peace.
    2) Find herself someone who would be particularly nice dead.


    Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!


    [Example]
    1) She'll go to almost any lengths to help her son (?)
    2) Her grandson has an interest in becoming a paladin, despite their relatively weak character


    Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.


    [Example]
    1) Her grandson is a pious priest, who seeks to create themselves a
    2) Her (Now Ex) husband is a long, hardworking farmer, who finds his wife's secret betrayal utterly contemptible.
    3)


    Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.


    [Example]
    1) Her first response when someone is in duress is to provide them with comforting food.
    2) She remembers holding
    3)


    GNU Terry Pratchett

  10. - Top - End - #70
    Troll in the Playground
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    Default Re: [PF1e] Gestalt Way of the Wicked

    Here's the sheet for Kaloth Vharadesh. Still finishing up crunch; it and the fluff should be done before the deadline.

    Spoiler: Appearance
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  11. - Top - End - #71
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    Triskavanski's Avatar

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    Default Re: [PF1e] Gestalt Way of the Wicked


    Lies, Murder, Deceit, Blasphemy, Desecration, Grave-robbing, Arson.. Utarefson did it all and more. However what got him caught was his a handful of scams as Bartlett Bartholomew a human grifter. If only they knew what they had brought into the prison, they'd have executed him instead of preparing him to work harsh labors in the mines.
    Animated Spellcards from the Deck of Many Things
    A game I found interesting Aegis: Innocence

  12. - Top - End - #72
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    Spore's Avatar

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    Default Re: [PF1e] Gestalt Way of the Wicked

    Is there some sort of day of final submissions?

  13. - Top - End - #73
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    Triskavanski's Avatar

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    Default Re: [PF1e] Gestalt Way of the Wicked

    The 29th.


    I do have question here though. Is there anything that stops my kitsune from being caught and captured in human form and only human form?
    Animated Spellcards from the Deck of Many Things
    A game I found interesting Aegis: Innocence

  14. - Top - End - #74
    Troll in the Playground
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    Default Re: [PF1e] Gestalt Way of the Wicked

    Kaloth is complete. It's fun writing villains—I had to stop myself from writing more background for him.

  15. - Top - End - #75
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    Flumph

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    Default Re: [PF1e] Gestalt Way of the Wicked

    Quote Originally Posted by Kharnagar View Post
    Elaine Soren is mostly complete.
    Turns out, insomnia might have worked in my favour here. Just discovered the existence of Psionics Augmented - Compilation II and it's updates to the Psychic Armory archetype.
    Corrections in the process of being made, but I've noticed the update has one hefty issue that needs GM resolution.

    The original printing of the archetype just gave Wis-Hit and Wis-Damage, which has since been removed, with the added line;
    If the psychic armory has the Focused Offense blade skill, she can use her Wisdom instead of her Dexterity for thrown panoply attacks (while still using her Wisdom instead of Strength for damage).
    However, Focused Offence is still on the list of removed Blade Skills, which seems like a copy/paste error on the writers part.

    Also, in keeping to my theme of "last minute updates", is the PFS:FG Lore Warden archetype permitted? It fits slightly better with my evolving long-term concept than trading Bravery for a teamwork feat.

    Also, using this to dip my toes into Spheres of Might, and another question about that;
    As you've stated high-psionics to be in effect for soulknives, would that allow them to trade their gifted blade manifesting for a "proficient progression" in the same way a paladin could trade their spellcasting?

    Already noted as possible earlier in the thread.
    Last edited by Kharnagar; 2020-03-29 at 03:20 PM.

  16. - Top - End - #76
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    OrcBarbarianGuy

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    Default Re: [PF1e] Gestalt Way of the Wicked

    Finished up the backstory for my character. I think he is good to go for review.


    Grael Malzaric

  17. - Top - End - #77
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    BardGuy

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    Default Re: [PF1e] Gestalt Way of the Wicked

    Slightly late, but submissions are closed. I will decide who's made it in after I've gotten some sleep.

  18. - Top - End - #78
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    GreenSorcererElf

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    Default Re: [PF1e] Gestalt Way of the Wicked

    Good luck on making selections that leads to a great game!

  19. - Top - End - #79
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    BardGuy

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    Jul 2015

    Default Re: [PF1e] Gestalt Way of the Wicked

    The following characters have been accepted:
    Morgan Cairnpike, played by Hazuki.
    Caladrel, played by Ason.
    Kaloth Vharadesh, played by Athaleon.
    Zai Rukz, played by oyzar.
    These players should go to the OOC thread.

  20. - Top - End - #80
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    Triskavanski's Avatar

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    Jan 2011

    Default Re: [PF1e] Gestalt Way of the Wicked

    Dang oh well. I only came up with the idea a day or two
    Animated Spellcards from the Deck of Many Things
    A game I found interesting Aegis: Innocence

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    OldWizardGuy

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    Default Re: [PF1e] Gestalt Way of the Wicked

    Good luck everyone who made it :)

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