GM Endless Forms' Psychics at Bitter Manor (Inactive)

Game Master Mike Tuholski

I can kill you with my mind.

Tristeza House overview | Tristeza House inside

Cassomir | Verduran Forest


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The Flaxseed Pathfinder Lodge

Hey everyone! It's raining down here in Florida so I'm pretty much stuck hanging out around the hotel for the day. I'll probably put the intro up later this afternoon. If you don't have your character completely finished, that's fine. At least set up an alias so you can interact on the gameplay thread and hopefully everyone will be all set within a few days or by the time we get to the first combat.


Male Human

I've been very busy the last few days and I haven't even started to look at the Occultist. If you want to find someone else, that fine too. I'm not sure if I can get to it tomorrow either.

Liberty's Edge

I've got Zeldones at least started. Haven't done any shopping yet. It's an interesting support character class, I have to say.


The Flaxseed Pathfinder Lodge

Don't worry about. We won't be jumping into combat right away so take your time finishing your characters. We might move a little slow this first week while everyone finishes up and gets settled.


Dragonborn Outlander Druid 5 | HP: 19 / 34 (Dragonborn form) | Spell Slots 1st - 3, 2nd - 3, 3rd - 2

Let's give this a try...


Magmakineticist 17 HP: 207/326 | AC 33 | T 25 | FF 22 | Fort +27 | Ref +26 | Will +13 | CMD 32 | Initiative +11 | Acrobatics +19 | Climb +14 | Kn. Planes +18 | Perception +21 | Stealth +29 | UMD +17
Resources:
Burn: 8/15 (119 Non-lethal) | Overflow (+5): Active | DR 14/Adamantine | Kinetic Form

Awesome build! Looks like my advice helped?

I really like how the build turned out. If you don't mind a tiny bit of advice, then I would recommend putting your lesser spirit abilities with your list of spirits known.


Male Human

OK, gonna try to sit down and figure this out, finally. I just realized that I have never attempted to create a character from scratch without Hero Lab before. This might not end well.


Magmakineticist 17 HP: 207/326 | AC 33 | T 25 | FF 22 | Fort +27 | Ref +26 | Will +13 | CMD 32 | Initiative +11 | Acrobatics +19 | Climb +14 | Kn. Planes +18 | Perception +21 | Stealth +29 | UMD +17
Resources:
Burn: 8/15 (119 Non-lethal) | Overflow (+5): Active | DR 14/Adamantine | Kinetic Form

Want some help Rycky? (I'm bored and reading up on Occultist could be fun.)


Dragonborn Outlander Druid 5 | HP: 19 / 34 (Dragonborn form) | Spell Slots 1st - 3, 2nd - 3, 3rd - 2

Yeah it helped give me a direction for sure. He seems like a murder machine! Good catch on the spirits, I thought I added all the crunch, but must have gotten distracted by something shiny...


Male Human Occultist [7] | HP 40/45 | AC 19 T 12 FF 17 | F +6 R +5 W +7 | BAB +5 CMB +6 CMD 18 | Perc +11 | SM +11 | DD +9

Yeah, be my guest. Here is what I have so far (we're 5th level, right)?

Well, let me use this guy's profile... I'll put what I have there.


Magmakineticist 17 HP: 207/326 | AC 33 | T 25 | FF 22 | Fort +27 | Ref +26 | Will +13 | CMD 32 | Initiative +11 | Acrobatics +19 | Climb +14 | Kn. Planes +18 | Perception +21 | Stealth +29 | UMD +17
Resources:
Burn: 8/15 (119 Non-lethal) | Overflow (+5): Active | DR 14/Adamantine | Kinetic Form

After looking at the Occultist, I like how it is basically set up for both the Medium and Occultist to be able to be front-liners, supports, casters, enchanters, etc. Whatever you want to do, you can do it with these two classes for the most part. Haven't look at Mesmerist, Psychic or Spiritualist.


Human

Mesmerist is a weird sort of support/debuff/heal mix. It's got something like a paladin's lay on hands that cures mental effects (shaken, etc.), and it can also do things like reduce an opponent's Perception bonus. Nothing that makes for a good frontliner, though.


Magmakineticist 17 HP: 207/326 | AC 33 | T 25 | FF 22 | Fort +27 | Ref +26 | Will +13 | CMD 32 | Initiative +11 | Acrobatics +19 | Climb +14 | Kn. Planes +18 | Perception +21 | Stealth +29 | UMD +17
Resources:
Burn: 8/15 (119 Non-lethal) | Overflow (+5): Active | DR 14/Adamantine | Kinetic Form

What do you want to do with the class, Rycky? I think a Reach Weapon Occultist with focuses for Abjuration and Transmutation could be good. A blaster Occultist with Evocation focuses is awesome. Looks like Necromancy focuses could get you a huge undead following.


Male Human Occultist [7] | HP 40/45 | AC 19 T 12 FF 17 | F +6 R +5 W +7 | BAB +5 CMB +6 CMD 18 | Perc +11 | SM +11 | DD +9

I don't know, I just finished putting what I've managed to do in the profile here. I like the idea of the blaster Occultist, maybe even dropping Transmutation and going double Evocation? I kinda like having Conjuration for the heals.

One thing that confuses me is the "spellbook". Occultists only learn one spell per level per school? If that's right you only have 3 spells to choose from per level of spell? I must be reading that wrong... or am I?


Magmakineticist 17 HP: 207/326 | AC 33 | T 25 | FF 22 | Fort +27 | Ref +26 | Will +13 | CMD 32 | Initiative +11 | Acrobatics +19 | Climb +14 | Kn. Planes +18 | Perception +21 | Stealth +29 | UMD +17
Resources:
Burn: 8/15 (119 Non-lethal) | Overflow (+5): Active | DR 14/Adamantine | Kinetic Form

That is correct. You can choose the same school twice to get more spells from the school if you'd like however.

I think your initial breakdown is cool for a Blaster. I think Conjuration/Evocation/Transmutation is a good mix. Also, remember that you can imbue implements with focus and then give that focus to other casters to buff their spells with the resonant powers or put focus into other people's gear. So with Transmutation, you could invest 3 points in someone else's weapon to give them a +1 enhancement bonus (or equivalent) [Legacy Weapon].

I would figure out how much blasting you intend to do. Pack your rod/staff/wand with that much mental focus (I think 6-8 points is pretty good). You can fire off 3-4 5d6+3 blasts or 6-8 3d6+3 blasts with that. Put the rest in the rest of the party with the resonant powers of Transmutation, imo.

At 5th level, if you go 20 starting in Intelligence, then you can pick up a Headband for 22. This gives you 14 focus points. You could also spend a feat and get 3 more focus points as Jason Buhlman said that was the amount he is leaning towards on the Extra Focus Power feat. (EF approved, of course.)

Liberty's Edge

Human Psychic 7 | AC 16 T 12 FF 14 | HP 54/54 | F +6 R +5 W +5 | Init +6 | Perception +6

The servitor power from conjuration can be nice since it allows you to summon a creature with a standard action. It's not quite as powerful as a summoner, but since you get other options it allows you to fill a backup role and access to healing that isn't limited to an eidolon.


Male Human Occultist [7] | HP 40/45 | AC 19 T 12 FF 17 | F +6 R +5 W +7 | BAB +5 CMB +6 CMD 18 | Perc +11 | SM +11 | DD +9

I think I haven't used my human feat yet so I could take that Extra Focus feat, if allowed. The headband is what, 4000 gp? Seems like a good buy to me. That would give me 17 focus points.


Magmakineticist 17 HP: 207/326 | AC 33 | T 25 | FF 22 | Fort +27 | Ref +26 | Will +13 | CMD 32 | Initiative +11 | Acrobatics +19 | Climb +14 | Kn. Planes +18 | Perception +21 | Stealth +29 | UMD +17
Resources:
Burn: 8/15 (119 Non-lethal) | Overflow (+5): Active | DR 14/Adamantine | Kinetic Form

Also, I just realized that we are totally the Ghostbusters... Dibs on Stantz.

Required Link for Ghostbusters.


Human

Tobian, are you taking Disable Device? EF, is not having DD in the party going to be a problem?


Male Human Occultist [7] | HP 40/45 | AC 19 T 12 FF 17 | F +6 R +5 W +7 | BAB +5 CMB +6 CMD 18 | Perc +11 | SM +11 | DD +9

Its a class skill and I did plan on taking it due to that reason. I guess I'll stick to the breakdown I have now for the implements, why not. I'll record my skill choices later. I also need to sit down and try to figure out purchases, it was 10,800 gp to start, right? With the headband that was suggested I'm down to 6,800 now. I'll take more suggestions on purchases also.


The Flaxseed Pathfinder Lodge

I am currently playing this and we are only half-way through. I can't say whether not having DD will be a problem. Stride Boldly is my suggestion.

Also, Extra Focus Power feat is fine.


Magmakineticist 17 HP: 207/326 | AC 33 | T 25 | FF 22 | Fort +27 | Ref +26 | Will +13 | CMD 32 | Initiative +11 | Acrobatics +19 | Climb +14 | Kn. Planes +18 | Perception +21 | Stealth +29 | UMD +17
Resources:
Burn: 8/15 (119 Non-lethal) | Overflow (+5): Active | DR 14/Adamantine | Kinetic Form

Rod of Intensify Spell as your Evocation Focus? (3,000 GP)
Belt of Incredible Dexterity +2 as Transmutation Focus? (4,000 GP)
Breastplate +2? (4,350 GP)
Mithril Buckler +1? (2,155 GP)


The Flaxseed Pathfinder Lodge

Stalling moving forward so everyone can finalize their characters.

Also, Tek hasn't jumped in on the gameplay thread yet so I'll wait for him to catch up. He's GMing it so he knows what's going on but I want to make sure he's got a character before we jump into the action.


Male Human Occultist [7] | HP 40/45 | AC 19 T 12 FF 17 | F +6 R +5 W +7 | BAB +5 CMB +6 CMD 18 | Perc +11 | SM +11 | DD +9

Hmmm, I can do an Agile Breastplate +1 for 1550 gp.
The Rod for 3000 gp is a good idea.

That leaves 2250 gp. Hmph.

Boots of the Cat for 1000gp for the Transmutation focus works. That leaves 1250.

Cloak of Resistance is 1000 gp, now just 250 gp for mundane stuff like a MW Backpack (50), a Rapier (20) and other junk. I can buy a compass for the Conjuration focus (10).

170 gp left. A Buckler (5) would make my AC 20 IIRC. Not too bad.


I'm here. Sorry I'm holding things up. RL has been....overwhelmingly busy of late. I'll have something up this afternoon. Apologies.


Male Human Occultist [7] | HP 40/45 | AC 19 T 12 FF 17 | F +6 R +5 W +7 | BAB +5 CMB +6 CMD 18 | Perc +11 | SM +11 | DD +9

I had updated my profile, or thought I did. I must have taken too long and it didn't take. I'm not going to do it again tonight. There must be a simpler way to type all that out. In any case, I did update the header so I have the basic stuff there.

Dark Archive

AC19/T13/FF17/CMD21|HP46[46]F:+6;R:+5;W:+9(+2 vs MA)|Init.+2|Perc.+13 Human Spiritualist 7

Tektie here! Shew, sorry about that. HeroLab added four Occult classes last night, including Spiritualist. That made it easier.


Male Human Occultist [7] | HP 40/45 | AC 19 T 12 FF 17 | F +6 R +5 W +7 | BAB +5 CMB +6 CMD 18 | Perc +11 | SM +11 | DD +9

Gotta go check if the Occultist is one of them... man I hope so.


Human

I'll be at an SF con all weekend, and will not be able to post very often. Zeldones is done except for spell selection and purchases.


Human

Spell selection and purchases done, along with some modification of skills.


Male Human Occultist [7] | HP 40/45 | AC 19 T 12 FF 17 | F +6 R +5 W +7 | BAB +5 CMB +6 CMD 18 | Perc +11 | SM +11 | DD +9

Looks like Hero Lab has the occultist ready now. I'll try to get a real profile up tonight or tomorrow. I also have to read the creation guidelines over again.

Dark Archive

AC19/T13/FF17/CMD21|HP46[46]F:+6;R:+5;W:+9(+2 vs MA)|Init.+2|Perc.+13 Human Spiritualist 7

There was a post about the Occult Playtest and PbP's.

Link


The Flaxseed Pathfinder Lodge

Thanks! But since we're using campaign mode it doesn't really matter what we do for this game I guess. We can keep playing as if the deadline for occultist characters didn't matter.

Dark Archive

AC19/T13/FF17/CMD21|HP46[46]F:+6;R:+5;W:+9(+2 vs MA)|Init.+2|Perc.+13 Human Spiritualist 7

Yeah, good point.


Human

I may be a little scarce today; I have to babysit a couple of QA auditors for whom English is a second language, and I don't know how much handholding they'll need.


The Flaxseed Pathfinder Lodge

Let me know when you guys are leveled and ready to move into the forest.

Liberty's Edge

Human Psychic 7 | AC 16 T 12 FF 14 | HP 54/54 | F +6 R +5 W +5 | Init +6 | Perception +6

Leveled!


Magmakineticist 17 HP: 207/326 | AC 33 | T 25 | FF 22 | Fort +27 | Ref +26 | Will +13 | CMD 32 | Initiative +11 | Acrobatics +19 | Climb +14 | Kn. Planes +18 | Perception +21 | Stealth +29 | UMD +17
Resources:
Burn: 8/15 (119 Non-lethal) | Overflow (+5): Active | DR 14/Adamantine | Kinetic Form

Leveled


Human

Leveled.


Dragonborn Outlander Druid 5 | HP: 19 / 34 (Dragonborn form) | Spell Slots 1st - 3, 2nd - 3, 3rd - 2

Now it seems to be working after I posted in the Gameplay thread.


Male Human Occultist [7] | HP 40/45 | AC 19 T 12 FF 17 | F +6 R +5 W +7 | BAB +5 CMB +6 CMD 18 | Perc +11 | SM +11 | DD +9

Yeah, I was sure I typed "Leveled" in here also. Hmph.


The Flaxseed Pathfinder Lodge

Just a reminder to everyone that I am leaving for my honeymoon in New Zealand tomorrow and will be gone until January 13. If I get the chance to update at all, the updates will likely be few and far between. So sit tight for a few weeks, enjoy the holidays, and I will see everyone when I get back! Thanks!


Human

We've been playing for a bit--any thoughts on how the psychic classes play out? The mesmerist doesn't seem to be as good a support character as the bard, which I see as its closest analog in the current rules set. I've been forgetting to use mesmerist tricks, though, which may be contributing to that :-P. How are the other classes looking from the player perspective?


Magmakineticist 17 HP: 207/326 | AC 33 | T 25 | FF 22 | Fort +27 | Ref +26 | Will +13 | CMD 32 | Initiative +11 | Acrobatics +19 | Climb +14 | Kn. Planes +18 | Perception +21 | Stealth +29 | UMD +17
Resources:
Burn: 8/15 (119 Non-lethal) | Overflow (+5): Active | DR 14/Adamantine | Kinetic Form

Regular AC blasts don't seem to be as hit/miss as the Kineticist thread would have you believe, if you make a decently optimized character (of course).

Variety in attacks is limited when compared to the wizard or sorcerer, but bountiful at mid to higher levels when compared to fighters or other melee classes.

Interested to see the Kineticist changes as Mark Seifter has alluded to some pretty significant changes.

A lot of people complained about the flavor. "GM doesn't let my earth kineticist move dirt around and stuff" or "GM doesn't let me warp fire to make images and such." There aren't explicit rules for this, but as long as the manipulation of the element isn't too out there, then I can't see why your hydrokineticist can't have her water being a ball of water that circles her constantly. (Though this permanent ball of elements is actually being put in as a talent with a purpose.)

Overall, I really like the class. Have no desire to play the telekinetic version however.


Magmakineticist 17 HP: 207/326 | AC 33 | T 25 | FF 22 | Fort +27 | Ref +26 | Will +13 | CMD 32 | Initiative +11 | Acrobatics +19 | Climb +14 | Kn. Planes +18 | Perception +21 | Stealth +29 | UMD +17
Resources:
Burn: 8/15 (119 Non-lethal) | Overflow (+5): Active | DR 14/Adamantine | Kinetic Form

Apologies for the absence. Sickness overtook me and left me incapacitated for a while.


Dragonborn Outlander Druid 5 | HP: 19 / 34 (Dragonborn form) | Spell Slots 1st - 3, 2nd - 3, 3rd - 2

Heads up, I have a local convention Friday and Saturday so my posting will probably be minimal.


Human

My question about what triggers an alchemist's bomb explosion arises from Zeldones' vanish arrow trick. Here's the text:

Occult Adventures Playtest wrote:
Vanish Arrow: With a flourish, the mesmerist snatches a projectile from an enemy before it can be shot. The mesmerist can trigger this trick when the subject is targeted by a ranged attack, before the attack roll is made. The mesmerist attempts a Sleight of Hand check opposed by the attacker’s Perception check. If the mesmerist succeeds, that ranged attack automatically misses, and the projectile appears stowed on the mesmerist’s person. If the attacker is making a full attack, this affects only one of the attacks (of the mesmerist’s choice). If the attack is made with a javelin or other thrown weapon, the attacker gains a +4 bonus on its Perception check. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects are not affected by this ability.

If Zeldones pulls this trick with an alchemist's bomb, will the bomb detonate in his equipment?


The Flaxseed Pathfinder Lodge

Ah, I see, I wasn't sure where you were going with that.

I would say yes because before an alchemists throws his bomb he is mixing together the components and then throwing it. So since the components are already mixed, presumably it would just explode in your bag then rather than against your body. Whether or not that's preferable is up to you I guess....


Human

It'd be kind of like when General Tarquin caught the arrow with the smokestick on it, only more so. Yeah, that's about what I thought, but I wanted to be sure.


Dragonborn Outlander Druid 5 | HP: 19 / 34 (Dragonborn form) | Spell Slots 1st - 3, 2nd - 3, 3rd - 2

I wanted to give you guys a heads up, this week and next might be a little crazy/spotty for me. I am going to try my best to at least post daily, but this week I am doing single dad duty and next week I am going on vacation to Spain. I should have regular access once I arrive in Madrid to post daily at least, but just a heads up on some impending turbulence :) Thanks!

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