CaveToad's Monster Mashup - Home Brew (Gestalt, Monster races, Bonus Goodies)


Recruitment

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Anderlorn wrote:

Question, can I make the Tengu a Kenku in spirit? I really don't like crows. Basically my character looks like a humanoid hawk.

Yeah, I guess I didn't even realize Tengus had to be crow like. You can be any reasonable bird like guy. hawks, falcons, parrot might be cool. super weird head ones like stork or pelican might be getting too far, but reflavoring slightly is ok.


Reading over the initial posts, very cool and ambitious.

Out of simple curiosity, why no dhampir?

For Skinwalkers, am I correct in interpreting "Extra Feature feats are unnecessary" as they have all possible features on all the time?


CT - I noticed flight was not an option in the Extra RP, was that omitted on purpose?

One other question (for now anyway), would you allow this? I am only asking because except for Wild Talent, the other powers are transparent Psionic/Wizard/Sorceror.

Psychic Bloodline (Sorcerer):

You are a wielder of magic, but it is a different kind
than that of others. Your power stems from a long line
of psychics, people born with the power to bend the
world around them according to their will. In you, this
manifested early and you are learning how to control it.

Class Skill: Perception.
Bonus Spells: charm person (3rd), see invisibility (5th),
tongues (7th), arcane eye (9th), feeblemind (11th), mass
suggestion (13th), plane shift (15th), mind blank (17th),
dominate monster (19th).
Bonus Feats: Blind-Fight, Combat Casting, Combat
Expertise, Iron Will, Quicken Spell, Silent Spell, Skill
Focus [Autohypnosis], Spell Penetration, Still Spell,
Unlock Talent
Bloodline Arcana: Whenever you cast a [Force] or
[Mind-affecting] spell, increase the DC of that spell by +1.
In addition, you gain Wild Talent as a bonus feat
when/if the party makes it to Twin-Mind.
Bloodline Powers: Psychic sorcerers gain increasing
mastery over their powers as they advance, yet it takes
its toll on their mind.
Might of the Mind (Su): You can use the power of the
mind to either attack an enemy or pick up an object. As a
standard action, you can hurl a single unattended object
of up to 250 lbs. at an enemy within 30 feet. This attack
is treated as a ranged attack with a thrown weapon
(dealing an amount of bludgeoning damage equal to 1d6
plus half your sorcerer level), except that you add your
Charisma modifier on the attack roll instead of your
Dexterity modifier.
Alternatively, you can pick up an unattended object
of up to 250 lbs. within 30 feet and transport it to your
hand as a move action. You can use this ability a number
of times per day equal to 3 + your Charisma modifier.
Deflecting Mind (Ex): At 3rd level, you gain a +2 bonus
to your saves against enchantment spells and effects, and
a +1 deflection bonus to AC while maintaining psionic
focus. At 7th level and every four levels thereafter, these
bonuses increases by +1.
Flight (Su): At 9th level, you can telekinetically
lift yourself, moving at a fly speed of 40 with perfect
maneuverability for 1 minute per class level. This
duration does not need to be consecutive, but it must be
used in 1 minute increments.
Psychic Resistance (Su): At 15th level, you gain spell
resistance equal to your sorcerer level + 10.
Mind Over Matter (Ex): At 20th level, you ascend the
weakness that is the flesh and become in truth a psionic
individual. You gain DR10/magic, telepathy 120 ft, and
are always treated as if under the effect of a Mind Blank
spell.

I know, I am such a pain :-)


Slyness wrote:

Reading over the initial posts, very cool and ambitious.

Out of simple curiosity, why no dhampir?

Because they "suck"! ... lol

Actually, I think it has something to do with they are human-like.


Anderlorn wrote:
Slyness wrote:
Out of simple curiosity, why no dhampir?

Because they "suck"! ... lol

Actually, I think it has something to do with they are human-like.

Haha!

I'm not sure that's the case as Changelings are allowed.

Stat Dice:

Stat: 5d6 ⇒ (3, 5, 5, 5, 6) = 24/16
Stat: 5d6 ⇒ (2, 2, 1, 3, 4) = 12/9
Stat: 5d6 ⇒ (6, 3, 3, 3, 6) = 21/15
Stat: 5d6 ⇒ (2, 1, 3, 3, 1) = 10/8 (drop)
Stat: 5d6 ⇒ (2, 5, 6, 4, 2) = 19/15
Stat: 5d6 ⇒ (4, 2, 1, 3, 6) = 16/12
Stat: 5d6 ⇒ (1, 5, 1, 6, 4) = 17/15


@ Slyness - very true!


Here's the 75% complete profile for Tayanalla .

She's a sorceress||ninja||fighter medusa focused on enchantments, venom, and shooting holes in things with her signature longbow.

I still need to pick 1 last feat, some appropriate traits, and some spells.


Your example rules for multiclassing uses mystic theurge and arcane trickster. The gestalt rules you linked note that both these classes are generally not allowed in gestalt because they are effectively combining two classes already.

Are you allowing them to be used?

In addition, are you capping any progression/stacking of similar abilities?

For instance, favored enemy/terrain progression, precision damage, etc.

If my secondary gestalt is rogue, can I take investigator as my third?


Forgot I need some dice.

5d6 ⇒ (3, 6, 6, 4, 2) = 21 16
5d6 ⇒ (4, 6, 5, 6, 1) = 22 17
5d6 ⇒ (2, 1, 6, 2, 3) = 14 11
5d6 ⇒ (3, 5, 2, 5, 1) = 16 13
5d6 ⇒ (6, 1, 2, 5, 3) = 17 14
5d6 ⇒ (5, 5, 6, 6, 4) = 26 17
5d6 ⇒ (4, 2, 4, 2, 5) = 17 13

Gives me an array of 17, 17, 16, 14, 13, 13. Not too shabby.


5d6 ⇒ (1, 4, 4, 1, 4) = 1412
5d6 ⇒ (2, 6, 2, 5, 5) = 2016
5d6 ⇒ (3, 3, 5, 3, 3) = 1711
5d6 ⇒ (6, 6, 4, 6, 5) = 2718
5d6 ⇒ (6, 3, 4, 4, 1) = 1814
5d6 ⇒ (4, 2, 6, 2, 6) = 2016
5d6 ⇒ (6, 3, 2, 3, 2) = 1612

Edit: Holy crap! Those are some awesome rolls!

Gives me 18, 16, 16, 14, 12, 12.
Very workable. Now I have to make a character!

Thinking a medusa master archer/hunter.
Not sure what classes yet, though.

Few questions.
1. Would you allow me to take the toxic ability again, twice? Medusas already have a form of toxic, but I want her to have the variety of poison damages.
2. Would I get a pool of 1+Con mod for each type? Because that'd be ideal.
3. Would ability focus (toxin) affect all three DC's?


@bigrig ... :-P


Anderlorn wrote:
@bigrig ... :-P

What? xD


Slyness wrote:

Reading over the initial posts, very cool and ambitious.

Out of simple curiosity, why no dhampir?

For Skinwalkers, am I correct in interpreting "Extra Feature feats are unnecessary" as they have all possible features on all the time?

I wanted to keep away from most of the regular races. Although Dhampir is a bit fringe, probably no more than say changeling really, but eh, was more just personal choice I guess.

And yes, those feats aren't needed since you get all the abilities of whatever variant you select. 100% beast mode all the time!


Anderlorn wrote:

CT - I noticed flight was not an option in the Extra RP, was that omitted on purpose?

One other question (for now anyway), would you allow this? I am only asking because except for Wild Talent, the other powers are transparent Psionic/Wizard/Sorceror.

** spoiler omitted **...

You can take the psychic bloodline, but no feats such as skill focus autohypnosis, or unlock talent, and as noted no wild talent. basically anything that would tap psionic stuff, is withheld for now.

And yes flight was omitted on purpose :)


GM Cavetoad:

How is this?

Mind Flayer Monk (Unchained)/Stalker/Crossblooded (Aberrant/Psychic) Sorcerer.

15+1 (16)(00)16
13+3 (16)(00)16
11+1 (12)(-2)10
09+1 (10)(+4)14
13+3 (16)(00)16
15+1 (16)(+2)18

Sigh, there is always buffing magic to make things more interesting. I originally had 10 in strength but he will not be eating any brains that way.

My Special Item is a pair of Pathfinder Shades - aka Goggles or to make it monkish, a blindfold like what Miraluka wear in Star Wars.


Nah, I am going with Tengu. My rolls were too low for a really good Mind Flayer, need to use some RPs to assist with that ... LOL


fnord72 wrote:

Your example rules for multiclassing uses mystic theurge and arcane trickster. The gestalt rules you linked note that both these classes are generally not allowed in gestalt because they are effectively combining two classes already.

Are you allowing them to be used?

In addition, are you capping any progression/stacking of similar abilities?

For instance, favored enemy/terrain progression, precision damage, etc.

If my secondary gestalt is rogue, can I take investigator as my third?

Yes, my multiclassing and prestige class rules supersede the gestalt ones where noted. Because you are forced to qualify for the prestige classes by multiclassing within one of your three class lines I feel like it works out ok. Clearly you could become a spell casting machine but action economy keeps you to one spell a round usually anyhow. Sure you can go supernova every fight maybe, but that's cool.

In terms of abilities like precision damage and favored enemy stuff, and other similar things you can't stack multiple sources of them. For example sneak attack you still only progress as a rogue of that level, so for instance a rogue/ninja/vivisectionist doesn't get to stack all that sneak damage together with like 30d6 at level 20 or whatever, that combo would still be capped at 10d6 because its the same ability. Clearly this can be fuzzy with some stuff, particularly since some classes get sneak attack like powers but aren't actually sneak attack because they work mechanically different. So there are some ways around it, but if its seems 'wrong' it probably is. Just shoot me a mail or post on here and I can review.

So yes you can gestalt rogue and investigator together and their abilities stack, since rogues get sneak attack, and the investigator studied strikes power is different, and requires extra circumstances to kick off ( requires studied combat, move action expenditure, limited uses, etc )


bigrig107 wrote:

5d612

5d616
5d611
5d618
5d614
5d616
5d612

Edit: Holy crap! Those are some awesome rolls!

Gives me 18, 16, 16, 14, 12, 12.
Very workable. Now I have to make a character!

Thinking a medusa master archer/hunter.
Not sure what classes yet, though.

Few questions.
1. Would you allow me to take the toxic ability again, twice? Medusas already have a form of toxic, but I want her to have the variety of poison damages.
2. Would I get a pool of 1+Con mod for each type? Because that'd be ideal.
3. Would ability focus (toxin) affect all three DC's?

I'm going to keep it limited to only selecting it once, which should take care of 2 and 3.


What are your thoughts on the following as Signature Items:

Wayfinder/Compass
Ioun Stone
Bag

How would those advance? For example, could I just keep advancing a bag to make it bigger and bigger on the inside until it is eventually a pocket dimension where we can sleep overnight? :)

Here, also, is a link to Maks's character sheet so far. Lots of formatting to do, descriptions and the like. The concept is 'beauty in all its forms'.


Anderlorn wrote:
Nah, I am going with Tengu. My rolls were too low for a really good Mind Flayer, need to use some RPs to assist with that ... LOL

Hehe


Wait, I didn't select it, medusas have it.
Does that mean that I'm stuck with the Strength poison?

That's fine, was just looking for some variety.

My uses per day will be high enough to have some fun with, anyway.


Hotaru of the Society wrote:

What are your thoughts on the following as Signature Items:

Wayfinder
Ioun Stone
Bag

How would those advance? For example, could I just keep advancing a bag to make it bigger and bigger on the inside until it is eventually a pocket dimension where we can sleep overnight? :)

Hmm, probably no to those. I'd like it to be more of a body slot item, if not a weapon, then amulet, ring, headband, maybe gloves, something wearable. Any weird objects are outside the scope really. Keep in mind that when the items grow in power, some of the powers could be custom ones, not just stock from the charts. There may be increased expense for certain powers as it normal, but in general I am hoping to see the items work thematically. They could even become intelligent, and who knows, maybe someday reach some level of artifactness. ;)


bigrig107 wrote:

Wait, I didn't select it, medusas have it.

Does that mean that I'm stuck with the Strength poison?

That's fine, was just looking for some variety.

My uses per day will be high enough to have some fun with, anyway.

yes, the stock Medusa one is Str


JoshB wrote:

Here's the 75% complete profile for Tayanalla .

She's a sorceress||ninja||fighter medusa focused on enchantments, venom, and shooting holes in things with her signature longbow.

I still need to pick 1 last feat, some appropriate traits, and some spells.

Cool, concept. Let me know when you have it finished off.


JoshB wrote:

Here's the 75% complete profile for Tayanalla .

She's a sorceress||ninja||fighter medusa focused on enchantments, venom, and shooting holes in things with her signature longbow.

I still need to pick 1 last feat, some appropriate traits, and some spells.

Aww, that's too close to the concept I was going for.

Back to the drawing board!


Hotaru of the Society wrote:

What are your thoughts on the following as Signature Items:

Wayfinder/Compass
Ioun Stone
Bag

How would those advance? For example, could I just keep advancing a bag to make it bigger and bigger on the inside until it is eventually a pocket dimension where we can sleep overnight? :)

Here, also, is a link to Maks's character sheet so far. Lots of formatting to do, descriptions and the like. The concept is 'beauty in all its forms'.

Fun start. Are you using the new Unchained Summoner?

Way to burn a ton of bonus feats on tail stuff :) It will help to have access to spells way before you would normally get them.


Yeah, I'm leaning towards Unchained. It's basically entirely a nerf, and the only companion I can get that works for my concept (given my alignment) is Agathion. But the only other thing I'm interested in is elemental, anyway, so Agathion works.

I'm on the fence as to whether the tail feats are really -worth- it. At level 1? Not so much. But at around level 3, totally. Remember, my caster level is still my character level, so Displacement sounds amazing... until you realize it's a 1 round duration.

Suggestion is still hilarious, though. :)


question. I hope I haven't totally missed this in a previous post, if I have I apologize.

But for Minotaur, and other monstrous races, do we get the racial stats aka 6 HD and BAB?


Came up with a new, interesting concept.

Lizardfolk monk/slayer/something, probably cleric.
Has Feral Combat Training, so those natural weapons are d6's now.

Question about a god feat, however.

Cruelty

Could I just reflavor this as a "blood hunt" thing?
It fits his hunter aspects, but it requires Zon-Kuthon, who is evil.


Hotaru of the Society wrote:

Yeah, I'm leaning towards Unchained. It's basically entirely a nerf, and the only companion I can get that works for my concept (given my alignment) is Agathion. But the only other thing I'm interested in is elemental, anyway, so Agathion works.

I'm on the fence as to whether the tail feats are really -worth- it. At level 1? Not so much. But at around level 3, totally. Remember, my caster level is still my character level, so Displacement sounds amazing... until you realize it's a 1 round duration.

Suggestion is still hilarious, though. :)

Yeah the low caster level will hurt. It's fun to use the bonus feats in that way, probably better returns could be had, but it really depends what you want to accomplish, but that's only my opinion.

A kitsune will also be a boon to the party as one of the other races capable of interacting with society ( using disguise ).


Bane88 wrote:

question. I hope I haven't totally missed this in a previous post, if I have I apologize.

But for Minotaur, and other monstrous races, do we get the racial stats aka 6 HD and BAB?

No, all races are applied as a level character, no racial hit dice.


Huh... so so far, 6/7 submissions are charisma-focused. Might make the whole "being monstrous" things easier once the party picks up a few disguise kits, then.


How do you feel about synthesis summoner?

I like the summoner idea, but I see my lizard folk as more of a loner, just summoning the spirit of dragons to protect him.

Could I use the synthesist's ability to surround himself with his eidolon, but not replace his scores or gain the eidolon's armor bonuses?

I'd take mostly defensive abilities, probably energy resistance, gills, and scent at first level, so I won't break it as much as I possibly could.


bigrig107 wrote:

Came up with a new, interesting concept.

Lizardfolk monk/slayer/something, probably cleric.
Has Feral Combat Training, so those natural weapons are d6's now.

Question about a god feat, however.

Cruelty

Could I just reflavor this as a "blood hunt" thing?
It fits his hunter aspects, but it requires Zon-Kuthon, who is evil.

Hmmm. It seems fairly brutal in concept. I think I would prefer holding off for a few levels as with other "evil" powers. Traits I can see reflavoring, but this is pretty specific. I will ponder it, and your argument has merit, so there may be a chance.


thunderbeard wrote:
Huh... so so far, 6/7 submissions are charisma-focused. Might make the whole "being monstrous" things easier once the party picks up a few disguise kits, then.

I don't think it's so much that people are intentionally building charisma-focused characters, but more that we have three different classes and hilariously powerful stats so it's really easy to have a high-charisma without sacrificing something else.


Who needs disguise when you can transform into anyone you've ever met? :)


thunderbeard wrote:
Huh... so so far, 6/7 submissions are charisma-focused. Might make the whole "being monstrous" things easier once the party picks up a few disguise kits, then.

7/8 I think ive gotten all the crunch done just need to add fluff, Leaving 1 feat open until the ruling on feinting flurry.

would you allow me to use Dimension of dreams as part of my characters goals/story?


bigrig107 wrote:

How do you feel about synthesis summoner?

I like the summoner idea, but I see my lizard folk as more of a loner, just summoning the spirit of dragons to protect him.

Could I use the synthesist's ability to surround himself with his eidolon, but not replace his scores or gain the eidolon's armor bonuses?

I'd take mostly defensive abilities, probably energy resistance, gills, and scent at first level, so I won't break it as much as I possibly could.

Synthesist is fine, but I don't want to alter the archetype as is. Sure it can get a little crazy, but probably not as much comparatively considering everyone else's builds. Also, since the Eidolon, at least initially, has worse stats and armor bonus than you would likely have with our point buy and your race, your suggested change actually favors you even more ;). Remember you use also use the Eidolons BAB when merged (although its not that far off of full BAB).


Oh, you're right.
Didn't realize it was worse for me.

I was trying to avoid the power buff it would give me, but it'd be getting worse?
That's fine, then.

Thanks for the input!


Lucina Rampant wrote:
thunderbeard wrote:
Huh... so so far, 6/7 submissions are charisma-focused. Might make the whole "being monstrous" things easier once the party picks up a few disguise kits, then.

7/8 I think ive gotten all the crunch done just need to add fluff, Leaving 1 feat open until the ruling on feinting flurry.

would you allow me to use Dimension of dreams as part of my characters goals/story?

Can you elaborate more on the Dimension of Dreams as it pertains to your character? Does it synergize with any powers. Just let me know. YOu can PM me as well if its verbose, elaborate or requires more discussion.


So, would synthesist remove any natual armor or natural attacks the lizardfolk has?
That makes it almost not worth it for combat.

May make it an exploration monster, with even more survival abilities instead of attack abilities, and then drop the suit for combat.


My character is coming along fairly well. Quick question, though. Since ogres have the xenophobic language trait, and I don't plan to have an intelligence score above 10, will I need to be trained in linguistics to speak common, or will you just handwave that and say everyone gets common for free?

Liberty's Edge

Hulk Smash?


That was another question I was interested in, because gnolls also have the xenophobic language deal. I have 14 Int, though, so I can take Common normally. :3


Flashohol wrote:
Hulk Smash?

Well... Hulk spend move action to learn Revelation Strike with Martial Flexibility.

Then Hulk use standard action to unarmed strike for 1d8+9 damage, plus another 1d6 from kinetic fist.

Then Hulk use swift action to use Touch of Acid for another 1d6 on same target.

Then Hulk remember name not Hulk.


I'd think that you couldn't get around that, as it's a racial trait.
Or at least you shouldn't, anyway.

Lizardfolk have it as well, so I'll have to deal with it as well.


Linguistics is just a single skill point; it's not so bad.

By "charisma-focused" I meant "multiple charisma-casting classes."

Hmm. I'm noticing almost everyone has a +4 Natural Armor bonus, which leaves those of us picking non-naturally armored races at a distinct defensive disadvantage. Is this something we should assume the game will balance out through GMing and items and whatnot?


Well, my lizardfolk should have a +4 natural armor bonus, through his race and spending points.

You could always add natural armor through the extra RP, and if you're not, you're probably getting good stuff somewhere else with those points.


thunderbeard wrote:
Linguistics is just a single skill point; it's not so bad.

Yeah, I gotcha. It's not gonna destroy my build or anything if he says no.


On the other hand, having a Xenophobic language type means -nothing- to Race Points. It's exactly the same as if you had the small list. As a direct result, having been 'cultured' (i.e. raised by an outside culture) somewhere to be more accepting probably removes the requirement of being afraid of outside cultures. :)

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