Absalom: To Those of Faith (Inactive)

Game Master JDPhipps

Roll20 link!

As tensions concerning the truth about the Last Disciple of Aroden appear to flare into violence, a choice few bear witness as the curtain is pulled back to reveal how close the fragile balance of power in the city is to nearing its tipping point. Will they refuse to delve deeper, or will the possibility of unraveling the web of intrigue that surrounds the Last Disciple prove to be too much to resist?


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This is Cartmanbeck with most of my build put together, still need to buy some items. Check out the profile for the stats.

hit points: 8d10 ⇒ (4, 9, 2, 6, 6, 4, 4, 9) = 44 Trading those 4s and the 2 out for 6's and adding 10 for 1st level, I start with 64 hit points base.

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Background, Description, and Personality:

Magope was born the Poldap Clan of the Puddles District in Absalom. Many generations ago, the clan’s founders were taken from their swamps in Mwangi and sold as slaves to a well-to-do family of black market merchants in Diobel. With the arrest and dispersal of the family by Scion Lord Avid during his ascent to power, the Poldap Clan was freed, but, without resources of their own, they were forced to flee Diobel, losing their former masters by settling in the Siphons. Although not quite the swamps of their ancestors, the Clan found these flooded areas suited their needs and helped them hide from any seeking them out.

Magope was among the most talented of his spawning, and was able to leave life in the puddles behind, becoming a gunsmith’s apprentice. During this apprenticeship, Magope was often tasked with tending to the camel carts on the forays to the Cairnlands in search of materials and potential inventive inspirations. Magope’s apprenticeship exposed him to peoples from all of Golarion, and he grew to love Absalom for the freedom and wonders it presented.

A fateful expedition to the Cairnlands ended his apprenticeship, a cotree of ghouls attacking his group and ending the life of his master. Magope and his master’s son Higgip were rescued by a nearby group of adventurers calling themselves Dolgen’s Delvers. Higgip and Magope joined the Delvers, although Higgip found the life of an adventurer distasteful and left soon after joining.

Magope found the pains encountered as an adventurer were numerous, and in turn discovered the wonders of not getting hit by monsters. He focused his combat style on this practice, utilizing a tower shield to maximum advantage and using one of his former master’s best weapons to take care of targets from a safer distance than his melee-orientated companions, moving acrobatically around the battlefield to avoid larger, more dangerous opponents.

Recently, the Delvers broke up over a dispute between Rogere Dolgen and Samule Belvin over their mutual love ofKatrien Xunel. Taking the break-up in stride, Magope has returned to his family in the Puddles. His growth has astounded his parents, who are encouraging him to continue on his path to greater destiny.

And perhaps he has found the next step on this path. His old friend Higgip has died. With a little bit of inquiry, Magope has discovered that the gunsmith’s son had fallen in with the cult of someone calling himself the Last Disciple. A religious argument ended with Higgip and his rival falling off the edge of the pit at the Starstone.

Magope wants to know what his friend died for, and to determine for himself if this Last Disciple is worthy of the sacrifice. Something seems odd in the bearing of those who follow him, and Magope will determine the truth if he can.

Appearance: A 2’3” tall Grippli with grey-green skin with deep red markings, Magope is a tall specimen of his species, with a lithe, muscular body, designed for speed and coordination over physical strength. Magope is rarely seen without his shield, a silver arc of paueliel reinforced with iron bearing the marks of many battles, and his revolver, a pearl-handled beauty.

Personality: Magope is sharp-witted and self-aware. He prefers to avoid pain, not acting out of cowardice so much as self-preservation. He is a loyal friend and true companion, unafraid to voice his own opinions, but willing to follow a strong leader. While understanding the need for procreation, Magope has little understanding of romance, and shies away from those types of situations, having already lost one group of friends to love’s entanglements. A worshiper of Shei, Magope is on a journey of self-understanding and fulfillment and hates to see people-especially friends, squandering their potential for unworthy aspirations.

I was using climb to represent Athletics in Hero Lab, but Magope has a +8 racial bonus to climb, so his Athletics Skill (with ACP) is +7 not +15. (+15 would be for climb.)


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Heres what I have for now. Hero Lab makes things messy, but everything_should_ be fine. I'm not entirely sure about my flavor and might refine it a little, but for now, I'm happy with how she feels at the moment.


Here is the full sheet of Valeo Yokai


Dotting this. Read your document and everything seems fine. However, I was thinking about a Far Strike Monk, an archetype meant for the non-Unchained version of the monk.

Is there a way to just adapt it, or a 3pp adaptation of it? I've heard Purple Duck Games did some adaptations of monk archetypes but, sadly, don't have access to those.


I'm gonna put up another post addressing questions/concerns later tonight, so if you see this don't think I've ignored or missed you. I just want to compile a list of applicants for my own sanity.

Submissions:

  • Edward Fiorin - Male Human Cleric of Pharasma 5/Envoy of Balance 4
  • Tosguld Gatewatcher - Male Human Cavalier (Constable) 7/Stalwart Defender 2
  • Magope Poldap - Male Grippli Fighter (Tower Shield Specialist) 9
  • dwilhelmi - Male Human Aerokineticist 9 (VMC Wizard)
  • Trellan Nimblefingers - Male Human Fighter (Weapon Master) 8/Brawler (Exemplar) 1
  • Kiara Alina - Female Human Illusionist 9
  • Valeo Yokai - Male Tiefling Arcanist 9

    Expressed Interest:

    EmissaryoftheNorth
    Philo Pharynx
    Vrog Skyreaver
    The Chess
    Tharasiph
    Grumbaki
    drbuzzard
    MisterLurch
    JoshB

    If I missed you anywhere or you're on the wrong list, let me know.


  • ...


    MisterLurch wrote:
    ...

    Expect a PM within the next two hours or so, I'll have the stuff worked out for your concept.


    Jon, The Evil DM wrote:
    MisterLurch wrote:
    ...
    Expect a PM within the next two hours or so, I'll have the stuff worked out for your concept.

    Sorry if it seemed pushy. I wasn't trying to be pushy, just kinda excited about the concept...


    Not at all! It's all good, I didn't think it was pushy. I figured you were just like "... So Jon, that thing you said you'd have done? How we doing on that?" which is fine. Reminders are always nice, I don't mind it at all.


    Okay, after comparing the Archetype (Far Strike Monk), I think it can be easily taken for an Unchained Monk. What do you think of this?

    Far Strike Monk:

    Weapon and Armor Proficiency
    This is just adding throwing weapons to the proficiencies, so no problem.

    Flurry of Blows
    Alters FoB to allow throwing weapons. Nothing Special.

    Bonus Feats
    Adds some feats to the list, like the original Far Strike Monk.

    Fast Thrower
    Adds a chain of feats (Quick Draw, Shot on the Run and an improved version later on) in place of Stunning Fist.

    Invisible Blade
    Adds sniping bonuses in place of Still Mind. For UMonk, Still Mind is 4th level, so this should be moved to 4th as well.

    Ki Pool
    A special use of Ki. Monks gain Ki at 4th level and Umonks at 3rd. This could be on hold up to 4th, or gained straight up at 3rd. Either case, no problem.

    Ki Missile
    Replaces Purity of Body, which both base monks have, so also no problem.

    Trick Throw
    Gained originally at 11th level, replacing Diamond Body. Diamond Body is a Ki Power now, requiring a minimum of 8th level. Trick Shot should then substitute a Ki Power selection. Whether the 8th, 10th or 12th level is up to you, depending on when do you want the Far Strike Monk to deliver Ki throwing weapons. In any case, I see no troubles interacting here as well.

    Additional thought: Style Strikes, which can only be used through natural attacks, aren't worth a dime for this archetype. This could be just ignored or Style Strikes be able to be delivered through Trick Throw once you gain it. Again, up to you - after all this is a free feature, nothing that hinders the archetype.

    Thoughts, from the GM or from anyone which wants to add something. Also if anyone has a link to the archetype tuned for Unchained, I'd be happy to take a look ;)

    Edit: I'll probably be adding 3 levels of Fighter to provide with some extra feats (ranged builds need lots of them) and Weapon Training (to get Ricochet Toss).
    I'll have a skeleton build sometime today.

    Liberty's Edge

    Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

    Funny about the riot cop,I think I would need some more alchemical gear and a club or SAP instead of the sword. Still,remarkably close, and a great image.


    @Jereru: Your edits seem fine, I have no problem. We'll give Ki Pool abilities when the UMonk gains them at 3rd, and I'll allow Trick Throw at the same level you can earliest take Diamond Body (8th). I'll say Trick Throw can utilize Style Strikes where they make sense when using throwing weapons, although if logically there isn't any way to make it work then it's not going to. You could use them with unarmed strikes still, and even use ranged attacks to qualify for unarmed strikes, however.


    Also, doing further checks on sheets:

    @Tosguld Gatewatcher: Your point-buy is coming out to 22 for me, not 20.

    @dwilhelmi: Your point-buy is coming out to 24 for me, not 20.

    @Kiara Alina: Your point-buy is coming out to 18, not 20.


    So I am taking 5 levels in Investigator(Empiricist).

    HP=12 + 3d12 + 5d8 ⇒ 12 + (10, 9, 3) + (2, 3, 8, 1, 1) = 49.

    HP = 12 + 10 + 9 + 7 + 5 + 5 + 8 + 5 + 5 = 66


    Hmm... Let me double check my math.

    STR 20 (10 + 8 points + 2 lvl bonuses @4&8)
    DEX 14 (10 + 4 points)
    CON 24 (10 + 8 points + 2 racial + 2 lvl bonuses @4&8 + 2 physical prowess)
    INT 10
    WIS 14 (10 + 4 mental prowess)
    CHA 10

    20 points
    2 racial points
    4 lvl bonus points
    6 ABP points

    I think I did that right /shrug


    If you check your sheet, you list your Strength as 22 under your Statistics spoiler, whereas here you've got it at 20. At 20 your math works fine, looks like it's just a clerical error to me. It looks at first glance like your attack bonuses are also calculated with that +6 as opposed to +5. Otherwise, you look fine to me.


    Oh, that'll do it. Thanks. I'll fix that up in a jiffy.


    Thank you, Evil Dm (that name should make me tremble, shouldn't it?). I'll produce an alias in short. By now, the idea I have is something more or less like this:

    U-Monk (Far Strike) // Fighter (Weapon Master):

    Level 1 Monk 1: Weapon Focus, Quick Draw (Far Strike Monk Bonus), Combat Marksmanship (Monk Bonus)
    Level 2 Fighter 1: Startoss Style (Fighter Bonus)
    Level 3 Fighter 2: Deadly Aim, Startoss Comet (Fighter Bonus)
    Level 4 Fighter 3: Class Feature: Weapon Training
    Level 5 Monk 2: Weapon Specialization, Dodge (Monk Bonus)
    Level 6 Monk 3: No Feats
    Level 7 Monk 4: Advanced Weapon Training: Weapon Mastery: Ricochet Toss
    Level 8 Monk 5: No Feats
    Level 9 Monk 6: Close-Quarters Thrower, Improved Precise Shot (Monk Bonus)

    So a starknife does only 1d4, but has the advantage of gaining a lot of feats for damage and can also be used in melee for a total of about 1d4+22 damage (and more in the future thanks to Startoss Cascade and Greater Weapon Specialization).


    Just checking my point buy

    6 points in dexterity (16), 6 points in constitution (16), 8 points in intelligence (18).
    6+6+8=20.
    Maybe I'v made an error elsewhere, but I think the point buy is correct.

    EDIT

    Ah, HeroLab is giving me ABP as a level 9 character, not a level 11 character, which is why my INT is a little low and I bet why it looks like an 18 PB. Will Fix.

    Liberty's Edge

    Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

    If you select ABP with no magic in Hero Lab it adds in the extra 2 levels (it's the second option)


    Yeah I goofed and selected the first option x_x.
    Still, thanks for the heads up, made fixing it a ton easier.


    Sorry, I had enabled my elemental overflow in Hero Lab to reflect what would be my normal state (taking 3 burn in the morning to power up my enveloping winds), then I didn't think to undo it or even label it appropriately with my last post. Below is a character sheet in the completely unbuffed state.

    I also have a name now, so there's that. I've also added a little more background, and included my familiar stat block from VMC wizard.

    Character Sheet:

    Quentin Karcsi
    Human aerokineticist 9/wizard* (Pathfinder Player Companion: Familiar Folio 10, 11, Pathfinder RPG Advanced Player's Guide 145, Pathfinder RPG Occult Adventures 10)
    CN Medium humanoid (human)
    Init +10; Senses Perception +12
    --------------------
    Defense
    --------------------
    AC 23, touch 18, flat-footed 17 (+2 armor, +2 deflection, +6 Dex, +1 natural, +2 shield)
    hp 103 (9d8+55)
    Fort +15, Ref +15, Will +6; +1 trait bonus vs. divine spells
    --------------------
    Offense
    --------------------
    Speed 30 ft.
    Special Attacks kinetic blast, metakinesis (empower, maximize)
    Kineticist Spell-Like Abilities (CL 9th; concentration +8)
    . . Constant—feather fall, fly
    Kineticist Wild Talents Known
    . . Defense—enveloping winds
    . . Infusions—extended range, gusting infusion (DC 20), kinetic blade, kinetic whip, snake, thundering infusion (DC 20)
    . . Blasts—air blast (5d6+13 plus 1d8), electric blast (5d6+5 electricity plus 1d6), thunderstorm blast (10d6+18 ½ electricity and ½ bludgeoning plus 1d8)
    . . Utility—air cushion, air's reach, basic aerokinesis, celerity, wings of air
    --------------------
    Statistics
    --------------------
    Str 12, Dex 22 (18 base +2 race +2 levels), Con 22 (18 base +2 levels +2 abp), Int 18 (14 base +4 abp), Wis 10, Cha 8
    Base Atk +6; CMB +7; CMD 25
    Feats Combat Stamina, Manyshot, Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (kineticist blast)
    Traits bruising intellect, history of heresy
    Skills Acrobatics +18, Appraise +13, Climb +10, Fly +18, Intimidate +16, Perception +12, Perform (wind instruments) +8, Sense Motive +9, Spellcraft +13, Stealth +18, Use Magic Device +16
    Languages Common, Dwarven, Elven, Gnome, Halfling
    SQ burn (3 points/round, max 9), elemental overflow +3, expanded element (air), forewarned, gather power, infusion specialization 2, internal buffer 1, manifest dreams, manyshot, point-blank shot, precise shot, prescience (7/day), rapid shot, recurring dream, specialized school (foresight[APG]), weapon focus
    Other Gear haramaki[UC], mwk mithral buckler, boots of speed, handy haversack, kineticist's diadem (lesser), white[OA], 1,492 gp
    --------------------
    Special Abilities
    --------------------
    Air Blast (Sp) Level 4; Burn 0
    Air Cushion (Sp) Constantly under the effects of feather fall.
    Air's Reach (Su) Air talents have range doubled.
    Burn 3/round (9 nonlethal/burn, 9/day) Burn HP to gain greater effects on your wild talents.
    Celerity (Sp) Constantly under the effects of air bubble.
    Electric Blast (Sp) Level 4; Burn 0
    Elemental Overflow (Ex) Gain a bonus to hit and damage with your blast when you use burn.
    Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
    Expanded Element This is a dummy ability to consolidate the expanded elements into a single entry in the statblock. We can't do this through the normal channels, because both primary and expanded elements are added to the same table on the class.
    Extended Range Kinetic blast has range of 120ft.
    Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
    Foresight Associated School: Divination
    Forewarned 4 (Su) Can always act in surprise rounds.
    Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
    Gusting Infusion (DC 20) Blast also acts as Gust of Wind
    Infusion Specialization 2 (Ex) Reduce burn cost of blasts with infusions by 2
    Internal Buffer 1 (Su) Store burn for use later
    Kinetic Blade (Light Weapon) Create a blade of pure energy.
    Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
    Kinetic Whip Form a kinetic blade with reach.
    Manifest Dreams (Su) You can reshape your familiar every morning.
    Manyshot You can shoot two arrows as the first attack of a full attack action.
    Manyshot [Combat Trick] 5 stamina points to fire two attacks with final iterative attack.
    Metakinesis (Su) By accepting burn you affect your kinetic blast as if using a metamagic ability.
    Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
    Point-Blank Shot [Combat Trick] Up to 6 stamina points to increase Point-Blank range by 5 ft per stamina spent.
    Precise Shot You don't get -4 to hit when shooting or throwing into melee.
    Precise Shot [Combat Trick] 2 stamina points to assist an ally engaged with an enemy (+2 atk, +2 AC).
    Prescience (7/day) (Su) Roll a d20 at the beginning of the round, and use that result as the result of any other d20 roll before the next turn.
    Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
    Rapid Shot [Combat Trick] Up to 1 stamina point for each shot taken using Rapid Shot, decrease penalty by 2 for each stamina spent.
    Recurring Dream (Su) Your familiar is a projection of your own mind.
    Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
    Snake Blast can bend around corners.
    Speak with Familiar (Ex) You can communicate verbally with your familiar.
    Thundering Infusion (DC 20) Blast deafens its targets
    Thunderstorm Blast (Sp) Level 4; Burn 2
    Weapon Focus [Combat Trick] 2 stamina points to gain Weapon Focus bonus on another weapon for 1 rd.
    Wings of Air (Sp) You are constantly under the effects of fly.

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

    Arcane Familiar
    Greensting scorpion (sage) (Pathfinder RPG Ultimate Magic 232)
    N Tiny magical beast (vermin)
    Init +3; Senses darkvision 60 ft.; Perception +16
    --------------------
    Defense
    --------------------
    AC 20, touch 15, flat-footed 17 (+3 Dex, +5 natural, +2 size)
    hp 25 (1d8)
    Fort +6, Ref +9, Will +3
    Immune mind-affecting effects
    --------------------
    Offense
    --------------------
    Speed 30 ft., fly 30 ft. (good)
    Melee sting +11 (1d2-4 plus poison)
    Space 2½ ft.; Reach 0 ft.
    Special Attacks poison
    --------------------
    Statistics
    --------------------
    Str 3, Dex 16, Con 10, Int 14, Wis 10, Cha 2
    Base Atk +6; CMB +7; CMD 13 (25 vs. trip)
    Feats Combat Stamina, Weapon Finesse
    [b]Skills
    Climb +7, Fly +11, Knowledge (arcana) +11, Knowledge (dungeoneering) +11, Knowledge (engineering) +6, Knowledge (geography) +6, Knowledge (history) +6, Knowledge (local) +11, Knowledge (nature) +11, Knowledge (nobility) +6, Knowledge (planes) +11, Knowledge (religion) +11, Perception +16, Stealth +19; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
    Languages Common, Undercommon
    SQ manifest dreams, recurring dream, weapon finesse
    --------------------
    Special Abilities
    --------------------
    Darkvision (60 feet) You can see in the dark (black and white only).
    Fly (30 feet, Good) You can fly!
    Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
    Manifest Dreams (Su) You can reshape your familiar every morning.
    Poison: Sting - Injury (DC 10) (Ex) Sting—Injury; save Fort DC 10; freq 1/rd for 6 rds; effect sicken for 1 rd; cure 1 save.
    Recurring Dream (Su) Your familiar is a projection of your own mind.
    Weapon Finesse [Combat Trick] 2 stamina points to negate shield's armor check penalty on attack rolls.

    Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
    Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

    Backstory:

    Quentin had many natural talents, and he was well aware of that fact. His mind was sharp, and his body stout and lithe. He could have easily gone down the path of arcane greatness, studying for years and years in a dusty tower somewhere so that he could alter the very fabric of reality at a whim. Or, you know, he could cheat, and do that now.

    He didn't know how or why he was able to do the things he could do, and he didn't really care. All he knew was that his ability to manipulate the very air around him didn't come from years of study, nor by praying to some god, but by the sheer force of his mind and body. It just worked. He still studied the arcane somewhat, but it was more of a passing interest, a hobby rather than a career. He felt no need to do more, when he could already do so much naturally.

    Quentin has no patience for religious types, any more than he does for vigorous study. He had never cared for religion or following any particular god, and he was more than happy to live that way. He had seen too many people do too many terrible things in the service of one god or another; it made him immediately suspicious of anybody prancing around with a religious mantle. They were powerful, no doubt, but he was already powerful on his own.

    When this Last Disciple started talking about his religious experience, supposedly having met a dead god and been given power by him, Quentin was immediately skeptical. Anything was possible, but he knew full well how easy it could be to trick people, if you had the right kind of power...


    Hi Jon! Chess here with my submission. I'm still working on the backstory - I took a lot longer on the sheet to adapt to the house rules, but I believe I covered everything. Allyo is a Tiefling Winter Witch, basically - more of a blaster with some control.

    Lots of things on his sheet are there simply for thematic reasons (for example, I realize the +2 resistance the Hyperboreal Robe gives me is a waste, but it's too cool thematically to pass). His signature spell is Snowball.

    I will have the backstory ready by Monday night. He's not evil, of course - he's true neutral, worships a true neutral deity, and is closer to good than anything else, despite the fact appearances might be misleading.

    I hope to provide the party with some utility and arcane blasting, and probably in the future more in the lines of buffing as well (although not much like that at the moment).

    I realize some opponents might be resistant and in fact even immune to cold. That's alright - I'm building a lot more focused on theme than optimization, and I hope that's okay. While I can still do something against enemies with these resistances/immunities, I obviously become much less effective :$

    Anyway - I hope I'm still on time. Sorry again for taking so long to put something here, and I promise I'll complete the submission soon. Please feel free to add any comments or suggestions.

    Cheers


    Not too late at all! I haven't even set an end date yet. However, I'm going to do it now. I'm ending recruitment a week from today, meaning I won't take any new interest after that. You have until 11:59 PM, Saturday, April 8th." After that, I'll look through submissions a final time and make my decisions. I'm taking at least 2 people, possibly up to 4.


    Oh, sorry, but I just got to the part where I get to purchase evil artifacts designed to make a Hell of your GMing :P

    Just for everyone's info, WBL at 9th should be 46000 gold, as we're using a 3/4 special feature ABP, we should have 34,500 gold to spend (if I am right). Only aimed at saving you do the maths :P

    Only thing I find weird is your line:

    Jon, The Evil DM wrote:
    weapon/armor qualities stack rather than overlap with a maximum net bonus of +10

    I don't really get what you mean with this. Is it that we get the ABL auto +2 enhancement (for a 11th level PC) plus any enhancement bonus on the weapon/armor? Or do you mean only the magical properties?

    For example, let's say I find a +2 keen flaming longsword. Since I am allowed a +2 enhancement per my ABP, I can choose to attune a +2 longsword, +1 keen longsword or +1 flaming longsword. With your rule, I guess I could choose a +2 flaming keen longsword. Or do you really mean I can take a +4 longsword? That seems quite the powerhouse.

    "Tremble, o child, before a GM who lets you build too a-powerful character, for the NPCs are going to be built in accordance."


    Btw, these are my HP rolls, 3 levels of Fighter and 6 levels of UMonk:

    10 + 8d10 ⇒ 10 + (6, 9, 5, 8, 5, 6, 8, 1) = 58

    Both fives and the one turn into sixes plus a +2 Con bonus per level, for a total of 83 HP


    This is a recycled alias from Jereru, used to create Chejop the Monk of Desna, an expert in throwing the deer horn knife.

    If I'm picked and if you prefer, I can create a brand new alias for him.


    Jon, The Evil DM wrote:
    ...Automatic Bonus Progression rules from Pathfinder Unchained, treated as two levels higher than you are ... Standard WBL ...

    Does this mean full WBL for our level, unmodified by the ABP, or do we use the reduced amount that is standard for when ABP is involved?


    Jon, The Evil DM wrote:
    Hmm, I'll go with 3/4 normal WBL.

    ^this.

    Silver Crusade

    Heya DM In the doc it says

    •All ranged attacks add your Dexterity modifier to the damage roll, with the exception of kinetic blasts.

    Howabout the Vigilante Archetype Warlocks - Mystic Bolts? I assume they are like Kinetic Blasts but they are very odd so i'll let you be the judge.


    The only reason kinetic blasts don't do so is because they add their Constitution modifier to the damage roll instead. That'll work with mystic bolts, so it adds Dexterity.

    Trinam is correct, it's 3/4 as opposed to full. I originally thought that there was a separate chart for WBL when using automatic bonuses, but there aren't and apparently is just uses half which felt a little short, so I changed it to 3/4.

    What I mean by stacking when it comes to automatic bonus progression is that if you find a flaming keen longsword it's a +2 flaming keen longsword as opposed to having to expend points of your bonus to gain those abilities. There aren't any +X enchantments on weapons so they can't be found to stack.

    Silver Crusade

    Next Question that I thought up.

    Also if we put +4 Mental Prowess bonus into INT are there extra skill points and how are they calculated if so?

    Also the WBL is 3/4 of 9th level and thus 34500?


    You retroactively gain the appropriate skill points. I've never liked the way that intelligence enhancing items granted skill points, so we'll do this instead. Also, WBL is correct as you listed it.


    Thank you for your answer. Chejop is then ready, I think.


    I will have to adjust Valeo's items to accommodate the lowered wealth.


    Hi Jon! Allyo is now updated with a background and some more information on his appearance, behavior and mechanics. Please feel free to let me know if I should include any more information :) Thanks for hosting the game.


    Excited to see all these excellent characters boiled down into a party!


    This is MisterLurch.

    I am terribly sorry for the delay, I am working on getting Varrren transferred into a profile. Due to his unique race, this is a somewhat complicated task. However, I am nearly done and have only background/description, equipment, and class abilities to transfer over.

    I will promise to have them finished tomorrow.


    No problem, I know it causes some... issues. Let me know when you're done, especially when you've got all the automatic bonus progression stuff and all the other abilities factored in for me. Just seeing this on paper is going to help me see how well we've balanced this and I may send you a PM with updated rules for balance reasons. Still, thanks for getting the profile up for me!


    Emissary here with a huge box of sorries for the delay!

    I got everything "wrote down" but I'm having some problems translating the bulletpoints details I made for my backstory into... you know, an actual backstory.
    In the end I decided two revolvers were too good to pass, and so I have a skilled scout/monster slayer/bounty hunter/investigator for y'all to see.

    I will try to have it finished before tonight, tomorrow evening if not.


    Tharasiphs entry Solian Rook/Gerhard Sun

    Sylph Vigilante Warlock Archetype (pew pew)

    I still have a little equipment to purchase.. wand of cure maybe potions... then basic gear

    Am making up his background etc as well.


    Can't get motived to come up with a build ATM. I'll have to pass.


    Remaining to do: purchase equipment, choose formulas and spells.

    I assume it is okay to spend money on more formulas?


    Hey MrLurch, I think you have miscalculated your natural attacks, they can't be at +7 to hit. I like the blue dragon investigator idea.


    Chejop wrote:
    Hey MrLurch, I think you have miscalculated your natural attacks, they can't be at +7 to hit. I like the blue dragon investigator idea.

    Good catch, I forgot to include the str bonus. Should be fixed now...


    You can spend money on more formulas, yes.

    Also, your AC should be one higher as the result of Deflection bonuses.

    Never mind, looks like you added that since the last time I saw your sheet. Also, keep in mind that in the future (or now, if you want to spend the gold) you can enchant your natural weapons like you would a normal weapon. The way ABP works I'd need to decide how exactly it interfaces with natural weapons, but it can be done.


    Yeah, I had forgotten that one until I put the list at the bottom.

    I thought that you can enchant natural weapons through an amulet of mighty fists, which, when using ABP would not have any normal enhancement pluses but would still convey other enchantments. That is what it seems to say, anyway.

    In any event, I am nearly done with purchasing/selecting. Varrren will be complete today.


    Varrren wrote:

    Yeah, I had forgotten that one until I put the list at the bottom.

    I thought that you can enchant natural weapons through an amulet of mighty fists, which, when using ABP would not have any normal enhancement pluses but would still convey other enchantments. That is what it seems to say, anyway.

    In any event, I am nearly done with purchasing/selecting. Varrren will be complete today.

    Varrren is done. I will be doing some cleanup and putting in a humanoid combat/defense section, but all the info is there...

    Dark Archive

    Valeo is made and ready to go.

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