Rynjin |
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.)
Lemmy |
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).
- 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. ^^
Lemmy |
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.
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.
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.
Scavion |
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.
Rynjin |
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.
Lemmy |
Lemmy wrote:Aren't those, like horrible feats?Scavion wrote:Grab War Rider and Blessed War Rider for that. ;)Nicos wrote:There already is a settlement for that, and besides special mounts no leadership.Fair enough.
I hope not... They give you a horse that can see in the dark, ignore difficult errain, walk on water and, eventually, fly. :P
Elune Starfall |
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.
Female garuda-blooded aasimar (plumekith) monk 7
LG Medium outsider (native)
Init +7; Senses darkvision 60 ft.; Perception +14
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Defense
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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
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Offense
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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
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Statistics
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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
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Special Abilities
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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.
Elune Starfall |
Forgot to add her gear... :P
Elune Starfall
Female garuda-blooded aasimar (plumekith) monk
LG Medium outsider (native)
Init +7; Senses darkvision 60 ft.; Perception +14
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Defense
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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
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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
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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
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Special Abilities
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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.
Elune Starfall |
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