DUEL to the DEATH RPG Tournament

IF YOU MAKE AN ACCOUNT ON MYTH WEAVER YOU WILL BE ABLE TO EASILY CREATE CHARACTER SHEETS.

@MANX can you show them the process.

At my dad’s house. I’ll hop on it as soon as I get home.

I’ll likely do a write up on how to make a character.

Who needs help? It’s much easier if I know what you’re trying to build. But a generic write-up is on the way, complete with links to the necessary information.

Holla.

Man can you guys even use this link or is it just me?

Welp just incase you cant here is the text minus the tables.

[details=Spoiler]Ferocious Warmaster (Barbarian)

Though the path of war is most often tread by noble and disciplined warriors, there are some who achieve martial enlightenment by channeling their inner animalistic fury. Fueled by anger and fury, these bestial men push their bodies to the limits, developing a twisted finesse in their unbridled rage. Few face their mad power and survive, and those who do are awed by the horrific destruction laid by the hand of these ferocious warmasters.

Maneuvers: A Ferocious Warmaster begins his career with knowledge of three martial maneuvers. The disciplines available to him are Broken Blade, Golden Lion, Primal Fury, and Thrashing Dragon. Once he knows a maneuver, he must ready it before he can use it (see Maneuvers Readied, below). A maneuver usable by Ferocious Warmasters is considered an extraordinary ability unless otherwise noted in its description. His maneuvers are not affected by spell resistance, and he do not provoke attacks of opportunity when he initiates one. He learns additional maneuvers at higher levels, as shown above. The Ferocious Warmaster must meet a maneuver’s prerequisite to learn it. See Systems and Use chapter. Upon reaching 4th level, and at every even numbered Barbarian level after that, he can choose to learn a new maneuver in
place of one he already knows. In effect, the Ferocious Warmaster loses the old maneuver in exchange for the new one. He can choose a new maneuver of any level he likes, as long as he observes his restriction on the highest-level maneuvers he knows, the Ferocious Warmaster need not replace the old maneuver with a maneuver of the same level. The Ferocious Warmaster can swap only a single maneuver at any given levell. A Ferocious Warmaster’s primary initiator attribute is Wisdom. This ability replaces the rage powers gained at 2nd, 6th, 10th, 14th, and 18th levels.

Maneuvers Readied: A Ferocious Warmaster can ready all three of his starting maneuvers, but as he advances in level and learns more maneuvers, he must choose which maneuvers to ready. He readies his maneuvers by going through weapon drills for 10 minutes. The maneuvers he chooses remain readied until he decides to repeat this again and change them. Ferocious Warmasters do not need to sleep or rest for any long period of time to ready their maneuvers; any time he spends 10 minutes in practice, he can change his readied maneuvers. He may not ready any individual maneuver more than once. He begins an encounter with all readied maneuvers unexpended, regardless of how many times he may have already used them since he chose them. When the Ferocious Warmaster initiates a maneuver, he expends it for the current encounter, so each of his readied maneuver can be used once per encounter (until they are recovered, see below). Once a maneuver is readied, he may only use it once it until has been recovered by a gambit or recovered through some other means (see below).

For a Ferocious Warmaster to recover expended maneuvers, he must perform one of two types of actions. He may spend a standard action to regain one maneuver, or use his unfettered fury ability (see below).

Stances Known: Ferocious Warmasters begin play with knowledge of one stance from any discipline open to Ferocious Warmasters. At the indicated levels (see class table), the Ferocious Warmaster selects an additional new stance. Unlike maneuvers, stances are not expended and he does not have to ready them. All the stances he knows are available to him at all times, and he can change the stance he is currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, the Ferocious Warmaster cannot learn a new stance at higher levels in place of one he already knows.

Unfettered Fury (Ex): Starting at 3rd level, a Ferocious Warmaster gains the ability to lower his defenses to increase his destructive ability. As a swift action, a Ferocious Warmaster may cause himself to take extra damage from all attacks equal to up to half his barbarian level until the start of his next turn. If he does, he gains a bonus to any damage rolls he makes as part of his next attack equal to the amount of extra damage he chose to take. If he is wielding a weapon in two hands, the bonus to damage is instead 1.5 times the amount of extra damage the Ferocious Warmaster has chosen to take. If the attack hits, the Ferocious Warmaster regains a number of expended maneuvers equal to his Wisdom Modifier (minimum 2). If the attack misses, he still regains one expended maneuver. This ability replaces trap sense.

Class Skills: The Ferocious Warmaster adds Diplomacy to his class skills.

Trickshot Gunman (Gunslinger)

Firearms take a great level of care and training to utilize properly, and reckless gunman are few and far between for a variety of reasons. Rarer still are gunslingers that truly innovate with their weapon of choice, mastering the intricacies of bullets and gunpowder to perform acts of daring that most would balk at. As a result, Trickshot Gunmen are a highly unpredictable foe.

Maneuvers: A Trickshot Gunman begins his career with knowledge of three martial maneuvers. The disciplines available to him are Broken Blade, Solar Wind, Steel Serpent, and Thrashing Dragon. Once he knows a maneuver, he must ready it before he can use it (see Maneuvers Readied, below). A maneuver usable by Trickshot Gunman is considered an extraordinary ability unless otherwise noted in its description. His maneuvers are not affected by spell resistance, and he do not provoke attacks of opportunity when he initiates one. He learns additional maneuvers at higher levels, as shown above. The Trickshot Gunman must meet a maneuver prerequisite to learn it. See Systems and Use chapter. Upon reaching 4th level, and at every even numbered Gunslinger level after that, he can choose to learn a new maneuver in place of one he already knows. In effect, the Trickshot Gunman loses the old maneuver in exchange for the new one. He can choose a new maneuver of any level he likes, as long as he observes his restriction on the highest-level maneuvers he knows, the Trickshot Gunman need not replace the old maneuver with a maneuver of the same level. The Trickshot Gunman can swap only a single maneuver at any given levell. A Trickshot Gunman’s primary initiator attribute is Wisdom. This ability replaces the bonus feats gained at 8th and 16th level as well as the following deeds: Deadeye, Gunslinger’s Dodge, Dead Shot, Targeting, Bleeding Wound, Expert Loading, Slinger’s Luck, and Cheat Death.

Maneuvers Readied: A Trickshot Gunman can ready all three of his starting maneuvers, but as he advances in level and learns more maneuvers, he must choose which maneuvers to ready. He readies his maneuvers by going through weapon drills for 10 minutes. The maneuvers he chooses remain readied until he decides to repeat this again and change them.Trickshot Gunmen do not need to sleep or rest for any long period of time to ready their maneuvers; any time he spends 10 minutes in practice, he can change his readied maneuvers. He may not ready any individual maneuver more than once. He begins an encounter with all readied maneuvers unexpended, regardless of how many times he may have already used them since he chose them. When the Trickshot Gunman initiates a maneuver, he expends it for the current encounter, so each of his readied maneuver can be used once per encounter (until they are recovered, see below). Once a maneuver is readied, he may only use it once it until has been recovered by some means.

For a Trickshot Gunman to recover expended maneuvers, he must perform one of two types of actions. He may spend a standard action to regain one maneuver, or regain them through Tactical Grit (see below).

Stances Known: Trickshot Gunmen begin play with knowledge of one stance from any discipline open to Trickshot Gunmen. At the indicated levels (see class table), the Trickshot Gunman selects an additional new stance. Unlike maneuvers, stances are not expended and he does not have to ready them. All the stances he knows are available to him at all times, and he can change the stance he is
currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, the Trickshot Gunman cannot learn a new stance at higher levels in place of one he already knows.

Gunsmith: This ability functions as the normal gunslinger class feature, save that you do not receive gunsmithing as a bonus feat. You are still allowed to take the feat as a normal feat.

Tactical Grit: Whenever the Trickshot Gunman would regain a grit point (such as when he delivers a killing blow with a firearm), he regains one grit point and one expended maneuver. Alternatively, the Trickshot Gunman may instead choose to regain no grit points and a number of expended maneuvers equal to his wisdom modifier (minimum 2). In addition, the gunslinger treats firearms as being discipline weapons for the Solar Wind and Steel Serpent disciplines. Any maneuver that can be used with a thrown weapon or ranged weapon can be performed with a firearm.

Close-Quarters Gunfighter: At 3rd level, a Trickshot Gunman learns to use his gun as a melee weapon as well as a firearm. He is considered to be proficient with the firearm as a melee weapon and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. The damage dealt by the gun in melee is of the bludgeoning type, and is determined by the size of the firearm. One-handed firearms deal 1d6 points of damage (1d4 if wielded by Small creatures) and two-handed firearms deal 1d10 points of damage (1d8 if wielded by Small creatures). Regardless of the Trickshot Gunman’s size, the critical multiplier of this attack is 20/×2. When used as a melee weapon, the gun is considered to be a weapon of the close weapons group for the purpose of determining what maneuvers can be performed with it. This ability replaces the pistol whip deed and the stop bleeding effect of the utility shot deed.

Planar Commander (Summoner)

The denizens of the outer planes often wield incredible power, utilizing might and magic to topple their enemies. In order to properly control them, a summoner must possess a deal of strategic tenacity in leading them. Planar Commanders exemplify this particularly well, studying the arts of combat to better command their extraplanar soldiers in the heat of battle.

Diminished Spellcasting: The Planar Commander is not as proficient a spellcaster as other Summoners, instead focusing his abilities on combat tactics. For the purpose of caster level, spell slots per day and spells known, treat the Planar Commander’s level as his summoner level -3.

Maneuvers: A Planar Commander begins his career with knowledge of three martial maneuvers. The disciplines available to him are Cursed Razor (https://docs.google.com/document/d/1HCtvRArIRPjcClMf5KVJrDBrkV_gBoaVFuvwA4CmCew/edit ), Eternal Guardian (https://docs.google.com/document/d/1AbNq6NDkQ84JoacxMb-CxbQKwuXVWTEBpX2cIcNB7iA/edit ), Golden Lion, and Veiled Moon. Once he knows a maneuver, he must ready it before he can use it (see Maneuvers Readied, below). A maneuver usable by a Planar Commander is considered an extraordinary ability unless otherwise noted in its description. His maneuvers are not affected by spell resistance, and he does not provoke attacks of opportunity when he initiates one. He learns additional maneuvers at higher levels, as shown above. The Planar Commander must meet a maneuver prerequisite to learn it. See Systems and Use chapter. Upon reaching 4th level, and at every even numbered Summoner level after that, he can choose to learn a new maneuver in place of one he already knows. In effect, the Planar Commander loses the old maneuver in exchange for the new one. He can choose a new maneuver of any level he likes, as long as he observes his restriction on the highest-level maneuvers he knows, the Planar Commander need not replace the old maneuver with a maneuver of the same level. The Planar Commander can swap only a single maneuver at any given level. A Planar Commander’s primary initiator attribute is Charisma. This ability replaces Transposition and Merge Forms.

Maneuvers Readied: A Planar Commander can ready all three of his starting maneuvers, but as he advances in level and learns more maneuvers, he must choose which maneuvers to ready. He readies his maneuvers by going through weapon drills for 10 minutes. The maneuvers he chooses remain readied until he decides to repeat this again and change them.Planar Commanders do not need to sleep or rest for any long period of time to ready their maneuvers; any time he spends 10 minutes in practice, he can change his readied maneuvers. He may not ready any individual maneuver more than once. He begins an encounter with all readied maneuvers unexpended, regardless of how many times he may have already used them since he chose them. When the Planar Commander initiates a maneuver, he expends it for the current encounter, so each of his readied maneuver can be used once per encounter (until they are recovered, see below). Once a maneuver is readied, he may only use it once it until has been recovered by some means.

For a Planar Commander to recover expended maneuvers, he must spend a full round action. When doing so, he regains a number of maneuvers equal to his Charisma modifier. When the Planar Commander performs this action, his Eidolon and/or any summons he has active gain fast healing 1 for one round. This bonus increases by 1 for every six levels beyond 1st.

Stances Known: Planar Commanders begin play with knowledge of one stance from any discipline open to them. At the indicated levels (see class table), the Planar Commander selects an additional new stance. Unlike maneuvers, stances are not expended and he does not have to ready them. All the stances he knows are available to him at all times, and he can change the stance he is currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, the Planar Commander cannot learn a new stance at higher levels in place of one he already knows.

Grant Maneuver(Su): Starting at 6th level, as a move action, a Planar Commander may expend a prepared maneuver to immediately grant his eidolon or a creature he has summoned the ability to use that same maneuver for a number of rounds equal to his charisma modifier. If the creature uses the maneuver, the duration of the ability immediately expires. Starting at 16th level, the Planar Commander may expend two maneuvers at once to grant a use of each maneuver to his desired target. This ability replaces Maker’s Call and Merge Forms.

Enduring Battalion: At 10th level, the Planar Commander can cause his forces to remain in his service for a longer time, and prevents them from being forcibly dismissed. The duration of the planar commander’s summoned monsters is doubled, and creatures summoned by the planar commander gain a bonus to resist dismissal or banishment effects equal to the planar commander’s charisma modifier. At 18th level, the planar commander’s summons become immune to dismissal or banishment effects. This ability replaces aspect and greater aspect.

New Eidolon Evolutions:

Martial Initiation (3 Points): Select two martial disciplines. The Eidolon treats the associated skills for those two disciplines as class skills. In addition, the Eidolon learns three 1st-level martial maneuvers and a 1st-level stance taken in any combination from either discipline. The Eidolon can ready and initiate these all three of these maneuvers, but if it gains more levels and selects the improved initiation or expanded initiation abilities it must select which known maneuvers to ready (See Table). The Eidolon’s initiation modifier is the Summoner’s Charisma modifier, and its initiator level is equal to its number of HD.

The Eidolon can regain one expended maneuver as a standard action. Alternatively, it may spend a full-round action to regain a number of maneuvers equal to the Summoner’s Charisma modifier.

Improved Initiation (1 Point): The Eidolon gains the ability to initiate maneuvers of 2nd level or lower, learns 1 additional maneuver and one additional stance selected from its chosen disciplines, and can ready one additional maneuver. This evolution may be taken up to seven times, each time granting new maneuvers, new levels of maneuvers, or more maneuvers prepared. The Eidolon must be at least 3rd level to select this evolution for the first time, and must advance further in levels to select it additional times. Each time you take this evolution, you may trade out a known maneuver for a new one. The Eidolon must possess the Martial Initiation evolution to select this evolution.

Expanded Initiation (2 Points): Choose one martial discipline aside from the Eidolon’s selected disciplines from Martial Initiation. The Eidolon treats the associated skill for this discipline as a class skill, and may learn stances and maneuvers from that discipline as if it was one of its chosen disciplines. In addition, the Eidolon gains knowledge of one new maneuver from the discipline it has just selected of a level that it can initiate. Alternatively, the Eidolon can learn two maneuvers from its selected disciplines and not receive and additional discipline as the benefit of this evolution. This evolution can be selected multiple times. The Eidolon must possess the Martial Initiation evolution to select this evolution.

On the subject of using Thrashing Dragon abilities when you possess more than two limbs:

“I’ll have to make a call out for critters that PC’s can play with non-human configuration. Dragons have tails that they use to great effect, as well as wings. A person using martial arts styles that emulate the fighting habits of a dragon, well, it would make sense that a creature with a similar anatomy would be able to make use of their body’s advantages.

Greatsword and tail weapon? No. Dragons have two claws, thus, two weapon fighting. If the creature has a pair of weapons and happens to have a tail-weapon, then fine by me.”
[/details]

That whole martial maneuver evolution will be available for all eidolons since it makes them more like something out of Fate/Stay night or some crazy ish like that.

The maths for those fractional saves seem off. Could you expand on that further?

I will change that. Sorry for the confusion. Gonna get with @manx on how we want to proceed.

https://docs.google.com/document/d/1XE2uA8KU5KPKXT8-RhYGSZnjZjw-5NULkRT8KRqkjsI/edit

This link should be available for everyone to view. New archetypes for three classes.

Also here are the other martial traditions that are being playtested.

Spoiler

Acolytes of the Arrow
Alignment: Any
Symbol: A single arrow that streams scrolls as if fluttering in the wind.
Disciplines: An Acolyte of the Arrow may trade access to one martial discipline of their choice for access to the Solar Wind discipline.
Oath: Acolytes of the Arrow swear themselves to the bow and forswear weakness in both the immediate personal sense and the spiritual sense. An Acolyte is given their oath after a test of survival in which they are given only a bow and a dozen arrows - not so much as a stitch of clothing is permitted them - and commanded to survive for a fortnight in a harsh environment. Those that live kneel at the feet of their fellow Acolytes and swear the following oath.

“This test was only the beginning. Before my fellows I swear to purge myself of the weaknesses that plague my mind, my body, and my soul. Whether pride or powerlessness, I vow to rise above my flaws and to aid others who seek the same, to test myself against worthy foes, and to raise no hand against those too weak to challenge me. By the Arrow, let it be.”

Allegiance Benefit: In addition to access to the Solar Wind discipline (exchanging a discipline of their choice), Acolytes of the Arrow benefit from a constant endure elements effect (except that it is extraordinary and thus is not dispellable, nor subject to antimagic field and similar effects). Additionally, Acolytes of the Arrow gain proficiency with all simple and martial bows and crossbows and may use bows as improvised melee weapons at no penalty, dealing 1d6 + strength modifier bludgeoning damage when they do so.

An Acolyte who violates his oath (such as by indulging in excessive vice) loses his endure elements effect until such a time as he atones by spending a week in obedience to his oath, during which he is permitted neither food nor water (note that he retains his proficiency with simple and martial bows and crossbows, as well as his ability to use bows as a melee weapon). Acolytes who leave the Tradition retain their proficiency with simple and martial bows and crossbows, as well as their ability to use bows as melee weapons.

Description: The Acolytes of the Arrow offer one simple purpose and goal to their students and to the world: transcend the weaknesses of mortality, not by cheating them but by challenging and rising above them. Acolytes strive to purify their bodies, hone their minds, and balance their souls so that no pain, vice, or temptation may have power over them. To do this, they train in the arts of war and put themselves through all manner of tests, trials, and training. To the Acolytes, ignorance is just as inexcusable as physical inability, and flaws like addiction or sloth are just as bad as either. This war-cult attracts students with the simple promise that if you work hard enough, they will make you strong in a way no one else can or will.
Though the Acolytes admit to favoring archery because of tradition - their founder was a master archer - they also prize bows and knives as tools useful for survival, battle, meditation, sport, and even art. Each Acolyte dedicates themselves to self-reliance, but they interpret the idea differently; one masters magics that let her survive without tools, while another can craft anything he needs with only the resources at hand. Acolytes understand that they will never achieve the perfection they seek in life, but they find nobility and value in the attempt, and it is not uncommon to hear a mentor tell their students that striving for the impossible means growth rather than futility.
If there is one thing the Acolytes refuse to abide, regardless of creed or morality, it is those who deliberately create weakness in others. Drug dealers, spreaders of poison or disease carriers are marked for death by the cult and treated with neither pity nor mercy. Though the Acolytes have no respect for those who will not address their flaws, they have even less for people who hold others back. The order as a whole does not take a stance for or against charity work and other acts to aid others, though the somewhat chilly distance these master archers affect can make others uncomfortable around them and gives the Acolytes as a whole a reputation for arrogance.
Common Tasks: Acolytes only rarely give tasks - which all tend to fall under eliminating a spreader of weakness - but they do often set challenges for one another. Acolytes test each other by challenging their brethren to great feats of strength, cunning, or survival, which very often draws them into the adventuring lifestyle where such challenges may be found.
Available Services: The Acolytes of the Arrow have a strong internal barter culture, and all manner of hand-made goods - or services - might be found amongst them. Additionally, the order has long-standing deals with various temples that offer discounts on healing services - and, at times, resurrections - in exchange for services rendered by the cult. Any given Acolyte may be called upon to honor those deals, especially if they’ve recently taken advantage of those discounts. .

Descendants of the Golden Council
Alignment: Any
Symbol: The empty outline of a crown
Disciplines: A Descendant of the Golden Council may trade access to one martial discipline of their choice for access to the Golden Lion discipline.
Oath: A potential Descendant is tested extensively before being offered the chance to join, to determine the nature of their character, their potential for leadership and their trustworthiness. Those who fail, for whatever reason, are often furnished with suggestions for other organizations, but those who pass are brought before the Golden Council. Their sponsor (see below) congratulates them and offers them tutelage and support in exchange for swearing the following oath of service.

“In name, if not in blood, I become your descendant. I will learn from your wisdom, benefit from your might, and guide your lesser servants well, and in exchange I shall serve your interests and protect you from the enemies that threaten you in death as they did in life, and may my glories fade with my good faith if I am false.”

Allegiance Benefit: In addition to access to the Golden Lion discipline (exchanging a discipline of their choice), a Descendant of the Golden Council benefits from a +2 competence bonus on Diplomacy and Sense Motive checks, and other allies within 15 ft. of the Descendant benefit from a +2 morale bonus on saving throws vs. compulsion and/or paralysis effects.

A Descendant who violates her oath loses her bonus to Diplomacy and Sense Motive checks, as well as the bonus she grants her allies on saving throws, until her sponsor forgives her, or another sponsor from the Golden Council accepts her services. She remains free to leave the Tradition during this time (and persuading her sponsor to forgive her may be difficult enough to make leaving easier), but in doing so she risks being hunted by agents of the Council who are tasked with keeping its nature secret.

Description: The Descendants of the Golden Council are a knightly order with a secret. Publicly, they claim to be descended from great kings, chiefs, and leaders, from whom they learn the arts of war and leadership. And this is, to an extent, true; many of the Descendants are literally descended from their sponsors in the Golden Council, and even those that aren’t are considered adopted by those sponsors. No, the secret part is this:
The Golden Council is still around, as ghosts.
The forty undead heads of the Golden Council were all great kings, chiefs, and rulers in life. Now in death they thirst for the power they once held, the power to rule and command nations. For obvious reasons, they cannot simply assume their thrones, and so they raise students to do so in their place. The Descendants they train serve as the Golden Council’s hands in the world, amassing power and followers in order to rule nations that, ideally, will have the ghostly sponsor at their head.
This falls apart more often than it works. Clandestine internal strife within the Council puts Descendants at odds with one another with alarming frequency, to say nothing of rival organizations, entrenched political figures and dark plots of all stripes that may be moving along already. Even when a Descendant manages to achieve political power, they often chafe at having an undead warlord ordering them about. Some permit it in a show of loyalty, but most break faith with the Golden Council and attempt to hold their throne. This ends poorly for everyone involved; the assassination attempts and insurrections fomented by the Council in revenge usually wrack the unfortunate nation with chaos that takes years to truly recover from. Still, the Golden Council has eternity to work with and the blinding obsession of the living dead to drive their lust for power, and they will not be dissuaded any time soon, and in the meantime the Descendants they sponsor often lead lucrative and successful ventures - businesses, mercenary bands, or even more entrenched organizations such as royal guards or bands of spies, all resources that the phantasmal Council members wield as weapons against their numerous enemies.
Common Tasks: The tasks set by the Golden Council are largely dependant on one’s sponsor; some shades retain the ethics they held in life, while others were horrors in life that have only grown worse in death. However, almost all tasks involve either striving against an individual sponsor’s enemies (which may no longer remember that they even have such an enemy) and amassing power, be it through goodwill, assassination, political corruption, or other means. Individual sponsors tend to favor certain methods, which they pass down to their students as part of their training.
Available Services: Undead or not, each member of the Council operates a network that can include loyal servants, corrupt political regimes, favors, secret caches of material, and other Descendants. A Descendant with the favor of her sponsor may call upon some or even all of these resources, if they can show results for it.

Crashing Tempest Academy
Alignment: Any
Symbol: A thundercloud raining weapons
Disciplines: A Student of Crashing Tempest Academy may trade access to one martial discipline of their choice for access to the Thrashing Dragon discipline.
Oath: The Crashing Tempest Academy likes to say that it has no graduates, because the art of war can never be perfected. With that in mind, a Student whose training is deemed sufficient to be let back out into the world is favored with a ceremony marking their progress from trainee to warrior (recruits trained at other schools are given a similar ceremony that marks the school’s recognition of their skills). The student is branded with a lightning bolt on each cheek, just beneath the eyes, and asked to swear the following oath.

“As a Student of the Crashing Tempest Academy, my duty is to uphold the Academy’s honor and to prove the valor and worth of its training before those who doubt it. I will not reveal the secrets of the Academy, turn aside those who wish to learn from it, or slander its name before outsiders, even if I don’t always agree with its methods. By the brand and my blades, let it be.”

Allegiance Benefit: In addition to access to the Thrashing Dragon discipline (exchanging a discipline of their choice), Students of the Crashing Tempest Academy are given access to a special ritual that binds their weapons together. This ritual takes approximately one hour to complete and requires 100 gp worth of special materials, as well as two or more light or one-handed weapons (or a single double weapon). At its conclusion, the weapon(s) involved change in the following ways, but only while all are worn and/or wielded by the Student that invoked the ritual:

Each weapon altered by the ritual has its hit points and hardness raised to the highest hit points and hardness amongst weapons involved in the ritual.
Each weapon altered by the ritual penetrates damage reduction as if it were made of any and all special materials possessed by weapons involved in the ritual.
Weapons altered by the ritual ignore the effects of the broken condition unless all weapons altered by the ritual possess the broken condition.

The Student may alter any number of weapons each time she performs the ritual, but all must be worn and/or wielded in order for the changes to have effect. Performing the ritual again erases its previous effects; that is, only one set of weapons per Student may be altered at a time.

A Student who breaks her oath (such as by denigrating the Academy’s teaching methods before non-members) loses access to the ritual, as well as any current benefits she is enjoying from it, for a minimum of one week. Continued offenses extend this duration, and may eventually draw the ire of the Academy’s instructors.

Description: Crashing Tempest Academy is a fighting school with pedigree. They offer the simple but profound service of training warriors in the school’s unique blend of two-weapon combat and other disciplines, creating unexpected and impressive fighting styles certified to get the attention of your enemies. They’ve trained soldiers, knights, and town watchmen. In point of fact, the Academy’s rates are astoundingly low, and bequests from both graduates and their mysterious Founder (may He rest in peace) provide scholarships for those born long on talent but, as it were, short on funding. Everything seems above the board, so much so that others wonder what the school is hiding.
Sadly, and hilariously, the secret hidden by the Crashing Tempest Academy is not what most of its students and detractors suspect. The school commits no political corruption, hides no strange religious rituals, and the few murders which have happened within its walls have been investigated by local law with the Academy’s full cooperation. No, the secret is this: Crashing Tempest Academy was founded by an arrogant, drunken braggart looking to prove the superiority of his own fighting style. Founding the Academy with his own considerable wealth and contacts, the Founder raised up students for a tourney-at-arms which, shamefully, they lost. The Founder reportedly wept openly and then vanished off the face of the earth, leaving his wealth behind doing nothing but fund the Academy.
The instructors at Crashing Tempest chose to keep the school open in the manner required by its charter, and the Academy has been training students since. The warriors it releases into the world enhance the school’s reputation and draw in more business, which in turn leads to more warriors being released into the world. It’s a pleasant cycle, as far as the instructors are concerned, and they keep information on the Founder to a minimum to preserve the school’s reputation.
And pray that the old bastard doesn’t show back up, of course. That would just ruin everything.
Common Tasks: A Student who has the brand of the Academy is technically no longer beholden to them. However, the Crashing Tempest Academy sets out tests and challenges for its warriors to prove their worth, which might include battle tournaments, tests of skill and survival, or even tasks to retrieve weapons of power owned by former Students. Such tests typically have bounties, but their real purpose is living advertisement for the Academy.
Available Services: Aside from ongoing training (available to any Student who can make time to get back to the Academy), warriors trained by Crashing Tempest Academy can expect information from fellow Students, access to the Academy’s master weaponsmiths, and credit at various libraries that the Academy has a positive relationship with (providing everything from manuals of war to research on strange and exotic creatures slain by warriors past).

The Sultanate of Beggars
Alignment: Any non-lawful
Symbol: A cloth mask marked with sigils of protection
Disciplines: A Sultan of Beggars may trade access to one martial discipline of their choice for access to the Broken Blade discipline.
Oath: Sultans are offered no tests to be able to swear their oath, but they are asked to remain within a city for several months after swearing it to the one who inducted them, where their behavior is carefully observed. Those who cannot hold to their oath are beaten soundly, stripped of their rank, and asked politely not to come back.

“I join a brotherhood ennobled not by wealth, but by strength. I shall aid the destitute against those who prey on them and shelter them from prisons of both debt and slavery. I shall not abide those who desire to own their fellow sapients, nor fail to give aid and succor to those escaping the chains of enslavement. On my honor, let it be.”

Allegiance Benefit: In addition to access to the Broken Blade discipline (exchanging a discipline of their choice), Sultans of the Sultanate of Beggars do not suffer the attack penalties associated with using improvised weaponry, may treat improvised weapons as monk weapons for the purposes of class features and feats that interact with monk weapons, and enjoy a +4 anarchic bonus to CMD against bull rush attempts and grapples.

A Sultan who breaks his oath (such as by permitting slavery) loses his bonus to CMD, but not the bonuses associated with improvised weapons, until such a time as he atones by meditating for seven days and nights on the nature of his crime, or else by donating 100 gp per level (or equivalent service) to the poor and destitute. He may also find himself targeted for an educational beating by his fellow Sultans.

Description: Founded by ex-gladiators, the Sultanate of Beggars opposes slavery and tyranny wherever they may be found. Its members dress humbly and speak softly, and often choose to dwell amongst the poor and destitute, the better to personally protect them from predators both within and without. Many a mugger or goon has attempted to threaten a crippled old man only to find that he had aimed his knife at a Sultan who is now extremely upset.
The Sultanate encourages its members who choose to adventure, especially those who oppose the activities of slavers and bandits, but it is most famous for its more stationary membership. This order of vigilantes hides among the populace it protects, projecting an image of weakness that entices predators to attack the hidden warriors. More merciful Sultans attempt to reform those who try to abuse them; others let them stand as final examples of the wages of sin. The Sultans know they lack the numbers to police every part of their adopted communities, but by placing the fear of their retribution in predators, they appear more numerous than they actually are.
Though decentralized, the Sultanate of Beggars exists in a state of mutual respect from member to member. Each Sultan claims a group or territory (such as their neighborhood, a brothel, or their adventuring party), and other Sultans do not interfere in that claim unless invited to do so or if they have evidence of misconduct on the part of their brother Sultan. This attitude of respect essentially governs their relaxed organizational structure, with the Sultanate resembling a philosophy more than anything else. It makes it difficult for the Sultanate to consolidate its power when truly major goals need to be accomplished, but it also effects their overall purpose better, and that is a tradeoff the Sultans are willing to make.
In places where the Sultanate acts more boldly (such as if they feel stronger than local law, or have a positive relationship with local law), it maintains houses of hospitality marked subtly with their symbol. In these houses, all and sundry are promised freedom from both violence and eviction for at least three days and nights, provided that they help with the chores and commit no violence or abuse upon others. The Sultans who run these houses take their responsibilities over them seriously, and few things are as wrathful as a Sultan whose house has been defiled or dishonored.
Common Tasks: The Sultanate operates on a system of mutual respect; a Sultan asking a favor of his fellow does so in the expectation that he will have to repay that favor. Traveling Sultans who stop in a city often pick up a variety of tasks from the rumors and intelligence they gather there, usually involving dealing with corrupt lords, slavers (and slave-taking cultures such as gnolls), and sometimes with facilitating improvements for a fellow Sultan’s domain. Repayment can be expected for these services.
Available Services: Aside from favors drawn from one’s fellow Sultans, the Sultanate has friends in low places and contacts in various rebel movements the world over. They quietly collect weapons that are made available to members and maintain safehouses and secretive escape routes marked by signs known only by one’s fellow Sultans. What the Sultanate lacks in sheer luxury of service they make up for in their incredibly broad network.

sent a request for permission for that google doc AP

My bad man someone just told me it was still private.

https://docs.google.com/document/d/1XE2uA8KU5KPKXT8-RhYGSZnjZjw-5NULkRT8KRqkjsI/edit

https://docs.google.com/document/d/1oujviCC3T7Z9psc3prJcJmMVilDmAn2l3-eErIDg3Fw/edit

And as far is saves go…

You get to choose from the best side of the gestalt but you only get the initial boosted save once. Then it is normal.

Base save bonuses: poor = 1/3 per level, and good = 1/2 per level with that +2 at first level. Now it’s a little tricky to track all your levels in poor and good saves, but the important thing is to only give the +2 for the first level in any class that grants a good save.

So, the example above would be like this…ahem:

Barbarian, Fighter, and Ranger all give good Fort saves, so that’s easy; 6 x 1/2 is 3, but only one +2 (for the first level in Barbarian) = +5 base Fort save.

The Ranger is the only class of the three that gives good Ref; so 2 x 1/2 +2 (for the first level in Ranger) is 3 plus 4 x 1/3 is 1 and 1/3 (I know, steady now) with the total 3 + 1 and 1/3 = +4 base Ref save.

And finally Will is also easy as all three classes have poor Will saves; 6 x 1/3 = +2 base Will save.

BUT if you pick that component that gives you the LITERAL Best from each one then you can add the initial boosted save. So if you have like a 5 levels of Fighter and then 4 of Ninja on the other side of the gestalt and top it off with Monk, you get that +2 to all your saves…

>>House Rules
>>No Leadership or Thralls, unless you pay for the cohort component
Is leadership required to get the cohort your components pay for?
Does leadership grant an additional cohort?
Or does leadership do nothing?

That component is the only way to get the cohort. Sorry for the confusion but yes the actual feat is disallowed.

As it stands, that other playtest material with the planar commander might now be allowed but the actual stuff that it has for the eidolon will definitely be allowed.

Thanks for the clarification.
Regarding cleric domains : is there a list of god/domains you are using, or are you allowing the rule for choosing any two domains (pending DM approval).

The linked SRD doesn’t list gods/domains except to point to another site.
I can read through the Pathfinder Core rulebook for the Core list. First I wanted to see what you had in mind.

Pick what you want just make sure that the gods at least match your alignment by one step.

That reminds me…I thought this was cool

https://docs.google.com/document/d/1FMI_tbEJHXtejBNgdDtsA09CJHskHnZQZ2N33L2HZ6A/edit

I was reading the BAB calculation explanation and realized that it reads that a HD 1, Fighter1/ Barb 1 would have a BAB of 2.
Can I assume we are meant to use the gestalt BAB of choose the best of your fractional BAB at each levelup?

Having BAB go up twice as fast per level makes investing in armor useless very quickly otherwise :slight_smile:

lol yeah it’s best of.

I’m not sure I understand that. Are we not using fractional BAB anymore? Which system are we using now?

By those rules listed, Fighter1/Barb1 absolutely should have a BAB of +2 at first level. You are adding 1.0 from the second class, after all.

By the same token, a Fighter/Rogue at level 5 would have a BAB of +8 (8.75 rounded down), while Fighter/Barb would be +10.

I think he means that if it was a level 1 gestalt character that was Figher1//Barb1 then he would end up with a 2 bab, basically double dipping. Notice he said hd 1 character or if you will effective character level 1.

The original blurb on Fractional BAB was taken from an explanation on how it works with regular non-gestalt characters.
For gestalt you need the caveat that at each levelup you are only applying the fractional increment from one of the chosen classes. Otherwise you violate the convention that BAB cannot go higher than character level. Allowing that doesn’t seem intended by angelpalm.

This is the melee equivalent rule that was called out in the writeup on Caster Level.
Just like you don’t want to allow someone to double level in classes that improve arcane casting to get double improvement in caster level. You similarly don’t want to give double improvement in Base Attack Bonus.

I’m dumb. I confused gestalt with multiclass.

Disregard this.

The d20pfsrd doesn’t list deities or fluff, because that material is copyrighted; whereas things like domains and such are part of OGL and are freely available.

@Angelpalm How’re we doing deities?