Slumbering Tsar

Game Master Nicos

Innitiative:

Current innitiative:


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At least are the classes cool enough?


Male Human Dungeon Master 10/ Munchkin 10
DM. wrote:
At least are the classes cool enough?

Kineticist is cool... Though victim of a few bad mechanics. I couldn't care less about the others. They are just rehashes of existing classes.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Should probably post Brock's backstory such as it is:

Brock is a representative of his clan, the Stone-singers. They have a vested interest in opening up a new route through the Desolation, and all the profit that would bring, and Brock has been sent as a capable, though expendable warrior. The Stone-singers are renowned for their strong connection to the earth, and natural Earth magic, usually utilized through a deep, resonant humming or throat singing used to manifest their powers. Like such. Except with superhuman lung capacity and endurance allowing for the chanting to be held for long periods if need be (Generally speaking, the full duration of whatever power he's using).

Personality: Brock Rudson is a Dwarf.

(TBH the Stone-singers thing is mostly an excuse for if Brock dies and I ever want to bring in another Earth Kineticist, if that's okay.)


It's ok.


Male Human Dungeon Master 10/ Munchkin 10

Does Weapon Finesse apply to grapple attempts? You're trying to grapple with your hands, after all...


It doesn't.


Male Human Dungeon Master 10/ Munchkin 10

D:

That's dumb... :I


Male Human Dungeon Master 10/ Munchkin 10

Hey, would you be willing to...

A- Let me playtest this guy (you can save it in pdf form. I'm done editing it for the time being).

Quick List of Notable Differences:

- Slightly reduced unarmed strike damage progression.
- No bonus feat at 1st level (other than IUS and Stunning Fist)

+ Gets 1 + 1/5 Monk level bonus to attack rolls with unarmed strikes, natural attacks and monk weapons.
+ Simpler FoB. 1 extra attack at 1st level. 2 extra attacks at 11th level. Can move and make 2 attacks.
+ Can take ki powers from the Qinggong Monk at 4th level and every 2 levels thereafter.
+ Generic "ki blast" that deals [Wis modifier + (1d6 for every 3 Monk levels)] damage of one type of element.
+ Free MoMS archetype, but can only take the 1st feats of a combat style feat chain as bonus feats before 6th level.
+ Wholeness of Body that doesn't suck (it's basically a much weaker Lay on Hands (1d6 for every 3 levels and removes the Fatigued condition. Eventually removes Exhausted as well)
+ Gets Blindsense at 18th level.

B- Let Weapon Finesse apply to Grapple attempts. ^^


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Why not just take Agile Maneuvers?


Male Human Dungeon Master 10/ Munchkin 10
Rynjin wrote:
Why not just take Agile Maneuvers?

Because feat taxes are the bane of my existence... (Also I already need 2 feats just to turn Dex-based builds into mediocre combatants). :/


Lemmy wrote:

Hey, would you be willing to...

A- Let me playtest this guy (you can save it in pdf form. I'm done editing it for the time being).

** spoiler omitted **

B- Let Weapon Finesse apply to Grapple attempts. ^^

>:(


Male Human Dungeon Master 10/ Munchkin 10

What?


You said You already have your build ready.


Male Human Dungeon Master 10/ Munchkin 10

I have. 3 of them. 4 if you include the Revised Monk.


¬¬


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Why don't you go with one of the ones you already have done?

As a frontliner I'm sure you'll have the opportunity to try out all of them before we're done.


Have you already polished your Revised monk?


Male Human Dungeon Master 10/ Munchkin 10
Rynjin wrote:
Why don't you go with one of the ones you already have done?

My Revised Monk build is already done as well. It's been for week, actually... All I did was add 2 levels to it. I hadn't had the chance to play it before, though.

Rynjin wrote:
As a frontliner I'm sure you'll have the opportunity to try out all of them before we're done.

I'd rather avoid dying.

DM. wrote:
Have you already polished your Revised monk?

I'm mostly satisfied with it... There are a few small changes I'm considering, but at very least they will not be made before I hear the feedback from a few players I know who are playing Revised Monks... And those games will still go on for at least a few months.

Unless they find something really broken, there are no plans to change anything anywhere in the near future.

Besides, I saved the current version as a pdf document, so even if I do change anything, it won't apply to this game.


*metaphorically punching everyone of you*


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Why me? I'm ready to rock!

Just waiting on Lemmy and Scavion to get off their lazy butts. Or really, just Lemmy. Pretty sure Scavion is done.


Male Human Dungeon Master 10/ Munchkin 10

I literally have 4 characters done.

One is the Monk I mentioned. Another is a 2-handed Fighter. The 3rd one is a Paragon Fighter. And the last one is... Also a 2-handed Fighter... But using a reach weapon.


well, post your pcs.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Pick one, then. =p


Male Goblin Vivisectionist Trap Breaker 10

I have dibs on the Revised Fighter Lemmy =P

Aedric Lionheart is a Fauchard wielding Warlord seeking a lost heirloom to prove to his family his right to his inheritance since he's the bastard son of the head of the house and an elven prostitute. Normally it wouldn't be an issue because he's the only heir, but his father hates him.

Also I'm interested in taking Leadership to set up an encampment as a staging area for the party's travels.


Male Human Dungeon Master 10/ Munchkin 10
Scavion wrote:
I have dibs on the Revised Fighter Lemmy =P

You have dibs on Revised WARLORD Fighter... And you cheated! XD

Also, what combat style are you using?


Male Goblin Vivisectionist Trap Breaker 10

Reach Weapon


Male Human Dungeon Master 10/ Munchkin 10

I hate you more and more... -.-'


Male Human Dungeon Master 10/ Munchkin 10

Can I play the Monk, Nicos?


Scavion wrote:


Also I'm interested in taking Leadership to set up an encampment as a staging area for the party's travels.

There already is a settlement for that, and besides special mounts no leadership.


Ok, you can play your monk, but no dex to grapple. And I can't see rynjins character sheet.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

That's because the character sheet that was there has been deleted (the Brock Rudson alias used to be Armand Elric, from Scavion's game). Should be updated now.


Male Goblin Vivisectionist Trap Breaker 10
Lemmy wrote:
I hate you more and more... -.-'

It's your fault for making the option seem so cool.

Nicos wrote:
There already is a settlement for that, and besides special mounts no leadership.

Fair enough.


Male Human Dungeon Master 10/ Munchkin 10

But I want to supplex people... :(


Use str or take the feat.


btw, there is some randomness in the campaign, there is a shop and all that but better to not be dependent in any combination of magic items.


Male Human Dungeon Master 10/ Munchkin 10
Scavion wrote:
Nicos wrote:
There already is a settlement for that, and besides special mounts no leadership.
Fair enough.

Grab War Rider and Blessed War Rider for that. ;)


So, how kinetic blast works?, it is like the 3.5 warlock?


Lemmy wrote:
Scavion wrote:
Nicos wrote:
There already is a settlement for that, and besides special mounts no leadership.
Fair enough.
Grab War Rider and Blessed War Rider for that. ;)

Aren't those, like horrible feats?


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
DM. wrote:
So, how kinetic blast works?, it is like the 3.5 warlock?

The low-down:

I can spam the regular Blast an unlimited number of times per day.

Using Metakinesis (Metamagic) costs Burn. 1 Burn for Empower right now, which I can use Gather Power as a Move to get rid of.

Any special effects I want to use also use Burn, though Infusions can be mitigated by Infusion Specialization and Gather Power in conjunction to reduce the Burn cost, potentially to 0.

Every point of Burn deals 7 nonlethal damage to me. This nonlethal damage cannot be cured without resting by any means up to and including deific intervention, because Mark f%&@ed up and people during the playtest encouraged him to keep doing so. I can take an amount of Burn up to 3+Con (8 points), but that is NEVER going to happen because I plan to never take Burn beyond what is required to max out my Elemental overflow bonuses every day. So every day at the start of the day I'm going to burn some Burn on DR 6/Adamantine, and that'll be that unless somehow our very survival relies on me taking more.


Male Human Dungeon Master 10/ Munchkin 10
DM. wrote:
Lemmy wrote:
Scavion wrote:
Nicos wrote:
There already is a settlement for that, and besides special mounts no leadership.
Fair enough.
Grab War Rider and Blessed War Rider for that. ;)
Aren't those, like horrible feats?

I hope not... They give you a horse that can see in the dark, ignore difficult errain, walk on water and, eventually, fly. :P


Male Human Dungeon Master 10/ Munchkin 10

Hmmm... Let me just see what feat to sacrifice for agile maneuvers... Gods, I hate feat taxes... -.-'


Male Human Dungeon Master 10/ Munchkin 10

Don't suppose I could switch the half-elf Skill Focus for Agile feattax?


no.


Female Aasimar Monk 7 - HP 52; AC 26[29] (tch 24; ff 21[24]); CMD 29; Fort +9; Ref +12; Will +11. Resist 5 (acid/cold/electricity); Darkvision; Perception +14; Sense Motive +18; Init +7

F~*! it. I'm making her an Aasimar.

Elune is trained as a Silent Shadow. A league of spies and assassins that takes a vow of silence once they learn their training, being only allowed to use non-verbal communication, except in very rare occasions... Usually once they finish a very important task or on the one holiday their order celebrates...

Elune is currently working for... Someone. She's tasked with... Something.

I'll add her background story soon.

Elune Starfall:

Female garuda-blooded aasimar (plumekith) monk 7
LG Medium outsider (native)
Init +7; Senses darkvision 60 ft.; Perception +14
--------------------
Defense
--------------------
AC 23, touch 22, flat-footed 18 (+2 deflection, +5 Dex, +1 natural, +5 Wis)
hp 52 (7d8+14)
Fort +9, Ref +12, Will +11; +2 vs. enchantments
Defensive Abilities evasion; Immune disease; Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 50 ft.
Melee unarmed strike +12/+12 (1d8+5)
Ranged gloves of flying daggers +1 (shuriken) +13/+13 (1d2+5)
Special Attacks stunning fist (8/day, DC 19)
Spell-Like Abilities (CL 7th; concentration +5)
. . 1/day—see invisibility
--------------------
Statistics
--------------------
Str 11, Dex 20, Con 14, Int 14, Wis 18, Cha 7
Base Atk +5; CMB +9; CMD 27
Feats Celestial Fist, Combat Reflexes, Elemental Fist[APG], Improved Unarmed Strike, Mantis Style[UC], Snake Style[UC], Stunning Fist, Weapon Finesse
Traits quain martial artist, reactionary
Skills Acrobatics +15 (+30 to jump), Escape Artist +9, Knowledge (history) +6, Knowledge (nature) +12, Knowledge (religion) +12, Linguistics +8, Perception +14, Sense Motive +18, Stealth +15, Swim +4
Languages Abyssal, Aklo, Aquan, Celestial, Common, Draconic, Drow Sign Language, Giant, Infernal, Sylvan, Terran, Undercommon
SQ fast movement, fuse style, high jump, ki pool (8 points cold iron, magic, silver), maneuver training, slow fall 30 ft., truespeaker, wholeness of body (7 hit points)
Other Gear gloves of flying daggers +1 (shuriken) (50), 21,190 gp
--------------------
Special Abilities
--------------------
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Elemental Fist (1d6, 7/day) You can add 1d6 energy damage to an attack.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Movement (+20 ft.) The Monk adds 10 or more feet to his base speed.
Fuse Style (2 styles) (Ex) At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but whe
High Jump (+7/+27 with Ki point) (Ex) +7 to Acrobatics checks made to jump.
Immunity to Disease You are immune to diseases.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Pool (8/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Maneuver Training (Ex) CMB = other BABs + Monk level
Mantis Style Gain +1 use of Stunning Fist per day, and increase stunning fist DC by +2
Slow Fall (7d6). (Ex) Ignore up to 7d6 of Fall Damage.
Snake Style Gain +2 on Sense Motive checks, and deal piercing damage with unarmed attacks
Stunning Fist (8/day, DC 19) You can stun an opponent with an unarmed attack.
Truespeaker Learn two languages for each rank you put in Linguistics.
Wholeness of Body (2d6) (Su) Use 1 ki as a swift action to heal own wounds and remove the Fatigued condition.


Female Aasimar Monk 7 - HP 52; AC 26[29] (tch 24; ff 21[24]); CMD 29; Fort +9; Ref +12; Will +11. Resist 5 (acid/cold/electricity); Darkvision; Perception +14; Sense Motive +18; Init +7

Forgot to add her gear... :P

Elune 'Luna' Starfall:

Elune Starfall
Female garuda-blooded aasimar (plumekith) monk
LG Medium outsider (native)
Init +7; Senses darkvision 60 ft.; Perception +14
--------------------
Defense
--------------------
AC 26, touch 24, flat-footed 21 (+1 armor, +2 deflection, +5 Dex, +1 natural, +7 Wis)
hp 52 (7d8+14)
Fort +9, Ref +12, Will +11; +2 vs. enchantments
Defensive Abilities evasion; Immune disease; Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 50 ft.
Melee unarmed strike +13/+13 (2d6+6)
Ranged gloves of flying daggers +1 (shuriken) +13/+13 (1d2+5)
Special Attacks stunning fist (9/day, DC 19)
Spell-Like Abilities (CL 7th; concentration +5)
. . 1/day—see invisibility
. . —barkskin (self only, 1 ki)
. . —gaseous form (self only, 1 ki)
. . —vanishing trick (1 ki)
--------------------
Statistics
--------------------
Str 11, Dex 20, Con 14, Int 14, Wis 18, Cha 7
Base Atk +5; CMB +9; CMD 29
Feats Celestial Fist, Combat Reflexes, Elemental Fist[APG], Improved Unarmed Strike, Mantis Style[UC], Ninja Training (Vanishing Trick), Snake Style[UC], Stunning Fist, Weapon Finesse
Traits quain martial artist, reactionary
Skills Acrobatics +15 (+30 to jump), Escape Artist +9, Knowledge (history) +6, Knowledge (nature) +12, Knowledge (religion) +12, Linguistics +8, Perception +14, Sense Motive +18, Stealth +15, Survival +4 (+6 to avoid becoming lost), Swim +4
Languages Abyssal, Aklo, Aquan, Celestial, Common, Draconic, Drow Sign Language, Giant, Infernal, Sylvan, Terran, Undercommon
SQ fast movement, fuse style, high jump, ki pool (8 points cold iron, magic, silver), maneuver training, slow fall 30 ft., truespeaker, wholeness of body (7 hit points)
Other Gear gloves of flying daggers +1 (shuriken) (50), clear spindle ioun stone, amulet of mighty fists +1, bracers of armor +1, monk's robe, wayfinder, 6,190 gp
--------------------
Special Abilities
--------------------
Barkskin (self only, 1 Ki) (Sp) Self Only. Costs 1 ki point to activate.
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Elemental Fist (1d6, 7/day) You can add 1d6 energy damage to an attack.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Movement (+20 ft.) The Monk adds 10 or more feet to his base speed.
Fuse Style (2 styles) (Ex) Keep 2 styles up at the same time
Gaseous Form (self only, 1 Ki) (Sp) Self only. Costs 1 ki point to activate.
High Jump (+7/+27 with Ki point) (Ex) +7 to Acrobatics checks made to jump.
Immunity to Disease You are immune to diseases.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Pool (8/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Ki Wave (2d6 + 4) deal elemental damage to a target who is no further than 60ft away.
Maneuver Training (Ex) CMB = other BABs + Monk level
Mantis Style Gain +1 use of Stunning Fist per day, and increase stunning fist DC by +2
Slow Fall 7d6 ft. (Ex) Ignore up to 7d6 of fall damage.
Snake Style Gain +2 on Sense Motive checks, and deal piercing damage with unarmed attacks
Stunning Fist (9/day, DC 19) You can stun an opponent with an unarmed attack.
Truespeaker Learn two languages for each rank you put in Linguistics.
Wuxia (Ex) Get a Climb speed equal to half your land movement speed and always count as having a running start.


Female Aasimar Monk 7 - HP 52; AC 26[29] (tch 24; ff 21[24]); CMD 29; Fort +9; Ref +12; Will +11. Resist 5 (acid/cold/electricity); Darkvision; Perception +14; Sense Motive +18; Init +7

Wait... Are Maneuver feats scaling automatically?


I say...yes to that one.


Male Goblin Vivisectionist Trap Breaker 10

Boo...makes the fighter prowess for it less cool.=P


Female Aasimar Monk 7 - HP 52; AC 26[29] (tch 24; ff 21[24]); CMD 29; Fort +9; Ref +12; Will +11. Resist 5 (acid/cold/electricity); Darkvision; Perception +14; Sense Motive +18; Init +7
Scavion wrote:
Boo...makes the fighter prowess for it less cool.=P

The whole point of that prowess was to give martial classes a way to circumvent the Combat Expertise, Int 13 b&#+&~+#. XD


Male Goblin Vivisectionist Trap Breaker 10

Everyone but Fighters should have feat taxes bwahahaha.

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