The Chess Arenas (Inactive)

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Kit Vulpik wrote:
The Chess wrote:
Please read the rules - in this game it also affects things like concentration and caster level checks, for instance. You don't want the crowd against you.

That might be more effective if it actually decreased effective caster level, not just caster level checks. Against other PC's, you're not likely to make a caster level check (it's pretty difficult for PC's to get effective spell resistance, though there are exceptions), but...

Actually, you know what, never mind. I don't want a spellcaster who managed to get the crowd on his side to hit me with a spell at +2 caster levels.

Especially seeing Casters have a much easier time getting access to the Glory domain and having +10 on all those performance checks.


Illia- wrote:
Especially seeing Casters have a much easier time getting access to the Glory domain and having +10 on all those performance checks.

Dang ... kinda wanna go build a cleric now :D


I was tempted on having my Emissary Familiar do that, but for only one check, it wasn't worth it.


I, Myself wrote:

Someone once asked me to create an evil PC for a game so taking him up on the task I set out to create an evil goblin with a Really. Big. Bomb.

And thats as far as I got :( I havent yet figured out what he does with the bomb >_>
I guess Im just not evil enough?

Now, I want to figure out what he does with the bomb >:)

So I am going to create a Goblin Firebomber Alchemist with the rocket bomb discovery and play him up as an epic villian snatched from Golarion and bent on blowing up his new prison.

Something to note tho, PvP is generally 1v1, and so really big, wide explosions are no more effective then a bullet-sized explosions here. Oh well, I wont be optimally Min-Maxed.

Another question. It appears that Preformance combat will be pretty central to this game, and therefore Preform: Sing, Dance or Comedy become almost must haves. For my Goblin Megavillian would it be alright if I took Preform: Evil Monologing instead? Or do I have to force him into a singing goblin trope? :p

Also:

Energy Spells and Effects wrote:
Crowds tend to respond to flashy spells and effects. If a combatant casts a spell or produces an effect that deals acid, cold, fire, electricity, force, or sonic damage in a visible way (including weapons with special abilities like flaming burst or shocking burst that deal bursts of energy damage on critical hits), she can make a performance combat check as a swift action.

Just confirming that Alchemist bombs (especially 40ft wide fireworks) can trigger this ;)


Gobo Horde wrote:


Another question. It appears that Preformance combat will be pretty central to this game, and therefore Preform: Sing, Dance or Comedy become almost must haves. For my Goblin Megavillian would it be alright if I took Preform: Evil Monologing instead? Or do I have to force him into a singing goblin trope? :p

It's not Sing, but rather Act. So, there you go. I think even Oratory should work too, although it's not on the rules so...

About the bombs - yes, they can trigger these effects.


I don't have the fluff written yet (will work on that tomorrow), but wanted to post my crunch here for review to make sure I didn't mess anything up before posting it in the discussion tab. I'd like to avoid alias creation unless selected.

I ended up sticking with Kineticist, but going with an Overwhelming Soul version of it, which just so happens to swap out both of the sticking points from the last character (Elemental Overflow and Internal Buffer both gone), and it is Charisma based which means better performance bonuses. Plus, he is a flying, telekinetic merman with an imaginary friend familiar, what's not to love?

Crunch:

Drake
Male merfolk telekineticist 10 VMC Foresight Wizard
LN Medium humanoid (aquatic)
ARTs Darkvision
Init +17 (+7 Dex, +5 VMC Wizard, +4 Familiar, +1 Ioun); Senses darkvision (60ft); Perception +19
--------------------
Defense
--------------------
AC 29, touch 18, flat-footed 23 (+6 armor, +1 deflection, +6 Dex, +1 insight, +2 natural, +3 shield)
hp 73 (10d8+20)
Fort +10 (+7 base, +1 con, +2 cloak), Ref +16 (+7 base, +7 dex, +2 cloak), Will +7 (+3 base, +1 wis, +2 cloak, +1 trait)
--------------------
Offense
--------------------
Speed 5 ft., swim 50 ft.
Special Attacks kinetic blast, metakinesis (empower, maximize)
Spell-Like Abilities (CL 10th; concentration +17)
. . Constant—feather fall
Kineticist Spell-Like Abilities (CL 10th; concentration +17)
. . Constant—fly
Kineticist Wild Talents Known
. . Defense—force ward
. . Infusions—extended range, extreme range, kinetic blade, pushing infusion
. . Blasts—aetheric boost (+5 damage to blasts), electric blast (5d6+6 electricity), telekinetic blast (5d6+15)
. . Utility—air cushion, basic aerokinesis, basic telekinesis, telekinetic finesse, telekinetic haul, telekinetic invisibility, telekinetic maneuvers, wings of air, celerity
Ranged Attack Bonus for Blasts
+18 (+7 BAB, +7 Dex, +3 Overwhelming Power, +1 Weapon Focus)

--------------------
Statistics
--------------------
Str 7 (7 base), Dex 24 (18 base, +2 racial, +4 belt), Con 12 (10 base, +2 racial), Int 10 (10 base), Wis 12 (12 base), Cha 24 (16 base, +2 racial, +4 headband, +2 stat increase)
Base Atk +7; CMB +5 (+7 BAB, -2 Str); CMD 24 (10 base, +7 BAB, -2 Str, +7 Dex, +1 deflection, +1 insight) (can't be tripped)
Feats Extra Wild Talent (Air Cushion), Extra Wild Talent (Celerity), Weapon Focus (kineticist blast)
Traits indomitable faith, trap finder
Skills
Acrobatics +7 (-5 to jump) (+7 Dex),
Bluff +10 (+7 Cha, +3 competence Circlet),
Diplomacy +10 (+7 Cha, +3 competence Circlet),
Disable Device +23 (+10 ranks, +3 class, +7 Dex, +1 trait, +2 mwk tools),
Disguise +10 (+7 Cha, +3 competence Circlet),
Fly +10 (+3 ranks, +7 Dex),
Handle Animal +11 (+1 rank, +7 Cha, +3 competence Circlet),
Intimidate +10 (+7 Cha, +3 competence Circlet),
Linguistics +1 (+1 rank),
Perception +19 (+10 rank, +3 class, +1 Wis, +5 competence eyes),
Perform (dance) +16 (+6 rank, +7 Cha, +3 competence Circlet),
Profession (fisherman) +5 (+1 rank, +3 class, +1 Wis),
Sleight of Hand +11 (+1 rank, +3 class, +7 Cha),
Spellcraft +1 (+1 rank),
Stealth +17 (+5 ranks, +3 class, +7 Dex, +2 competence ioun),
Swim +6 (-2 Str, +8 racial),
Use Magic Device +14 (+1 rank, +3 class, +7 Cha, +3 competence Circlet)

Performance Combat Bonus +14 (+7 Cha, +3 competence Circlet, +2 BAB, +2 Perform ranks)
Languages Aquan, Common, Infernal
SQ amphibious, expanded element (air), gather power, infusion specialization 2, mental prowess, mind over matter
Other Gear
+2 mithral chain shirt (5,100 gp, 12.5 lbs),
+2 mithral buckler (5,005 gp, 2.5 lbs),
dusty rose prism ioun stone (5,000 gp, 0 lbs),
cracked dusty rose prism ioun stone (500 gp, 0 lbs),
cracked magenta prism ioun stone (stealth) (800 gp, 0 lbs),
belt of incredible dexterity +4 (16,000 gp, 1 lbs),
circlet of persuasion (4,500 gp, 0 lbs),
cloak of resistance +2 (4,000 gp, 1 lbs),
eyes of the eagle (2,500 gp, 0 lbs),
headband of alluring charisma +4 (16,000 gp, 1 lbs),
ring of protection +1 (2,000 gp, 0 lbs),
masterwork thieves' tools (100 gp, 2 lbs),
494 gp 100 cp
--------------------
Special Abilities
--------------------
Aetheric Boost (Sp) Level 5; Burn 2
Air Cushion (Sp) Constantly under the effects of feather fall.
Amphibious (Ex) You can survive indefinitely on land.
Celerity (Sp) You can galvanize the flow of electricity within your allies to enhance their speed. This acts as haste except it lasts for 1 round. You can accept 1 point of burn to increase the duration to 1 round per kineticist level you possess.
Darkvision (60 feet) You can see in the dark (black and white only).
Electric Blast (Sp) Level 5; Burn 0
Extended Range Kinetic blast has range of 120ft.
Extreme Range Kinetic blast has range of 480ft.
Familiar Bonus +4 bonus on initiative.
Foresight Associated School: Divination
Forewarned 5 (Su) Receive a +5 bonus to init checks. 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
Infusion Specialization 2 (Ex) Reduce burn cost of blasts with infusions by 2
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.
Light Sensitivity Dazzled in areas of bright sunlight or in a daylight spell
Mental Prowess (2/day) (Su) Reduce burn of any wild talent by 1.
Metakinesis (Su) By accepting burn you affect your kinetic blast as if using a metamagic ability.
Mind Over Matter (Ex) Use Charisma in place of Constitution for wild talents.
Prescience (3/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.
Pushing Infusion Your kinetic blasts makes Bull Rush CMB using Con.
Swim (50 feet) You have a Swim speed.
Telekinetic Blast (Sp) Level 5; Burn 0
Telekinetic Finesse (Sp) Use telekinesis to perform Sleight of Hand and Disable Device checks.
Telekinetic Haul (Sp) Move an object that weighs up to 100 lbs. per kineticist level.
Telekinetic Invisibility (Sp) Grants invisibility
Telekinetic Maneuvers (Sp) Do combat maneuvers using you Con to determine your CMB..
Wings of Air (Sp) You are constantly under the effects of fly.

--------------------
Familiar
--------------------
Stryker
Greensting scorpion (figment, sage)
N Tiny magical beast (vermin)
Init +3; Senses darkvision 60 ft.; Perception +17
--------------------
Defense
--------------------
AC 20, touch 15, flat-footed 17 (+3 Dex, +5 natural, +2 size)
hp 18 (1/4 of master's HP)
Fort +7 (master's base), Ref +10 (master's base +3 Dex), Will +3 (master's base)
Immune mind-affecting effects
--------------------
Offense
--------------------
Speed 30 ft., climb 30 ft.
Melee sting +10 (1d2-4 plus poison)
Space 2½ ft.; Reach 0 ft.
Special Attacks poison
--------------------
Statistics
--------------------
Str 3, Dex 16, Con 10, Int 15, Wis 10, Cha 2
Base Atk +7 (master's base); CMB +8 (+7 BAB +3 Dex -2 Size); CMD 14 (26 vs. trip)
Feats Weapon Finesse
[b]Skills

Knowledge (arcana) +11 (1 rank, 3 class, 2 Int, 5 Sage bonus),
Knowledge (dungeoneering) +11 (1 rank, 3 class, 2 Int, 5 Sage bonus),
Knowledge (engineering) +11 (1 rank, 3 class, 2 Int, 5 Sage bonus),
Knowledge (geography) +11 (1 rank, 3 class, 2 Int, 5 Sage bonus),
Knowledge (history) +11 (1 rank, 3 class, 2 Int, 5 Sage bonus),
Knowledge (local) +11 (1 rank, 3 class, 2 Int, 5 Sage bonus),
Knowledge (nature) +11 (1 rank, 3 class, 2 Int, 5 Sage bonus),
Knowledge (nobility) +11 (1 rank, 3 class, 2 Int, 5 Sage bonus),
Knowledge (planes) +11 (1 rank, 3 class, 2 Int, 5 Sage bonus),
Knowledge (religion) +11 (1 rank, 3 class, 2 Int, 5 Sage bonus),
Perception +17 (10 ranks, 3 class, 4 racial),
Stealth +22 (4 ranks, 3 class, 3 Dex, 8 tiny, 4 racial);
Languages Aquan, Common
SQ manifest dreams, recurring dream
--------------------
Special Abilities
--------------------
Climb (30 feet) You have a Climb speed.
Darkvision (60 feet) You can see in the dark (black and white only).
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.
Manifestation - Climb You gain a climb speed equal to your move speed
Manifestation - Unnatural Aura Animals won't approach without a DC25 Handle Animal, Ride, or wild empathy check

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Since things seem to have calmed down, I'll call a close date on submissions for the Thanksgiving weekend. I'll be reviewing applications on the Monday after, PST.


Just an update to all my tables: I'll be traveling this holiday weekend and absent for most of the time. I'll be back next week but my connectivity should be a little spotty at least on the first days. For my players: don't worry, I'll get back :) for the tables where I'm the player: I'll come back as well, but meanwhile feel free to bot me if needed to keep things going. Cheers and have a nice holiday weekend!


So...how bout that sports team?


Results should be out tomorrow night :)


Alright guys!

Thanks for all that applied. We might have other rounds in the future, and certainly the need of adding more people.

For now, these are the first four being "warped" out of Golarion towards something beyond their darkest dreams:

Without further ado . . .

Flint Blackwood

Kit Vulpik

Misriel the Swallow

Tekumsah La'Awethikah

For the chosen four, please ping back on Discussion so I know you're still interested and banging :) We should have some adjusts to make on the next days, but I hope we can start as soon as this weekend.

Welcome to the Arena!


Pathfinder Pathfinder Accessories, Rulebook, Starfinder Roleplaying Game, Starfinder Society Subscriber

Congrats to all who got in!

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