Broken Golarion

Game Master Monkeygod

What happens to the world when the heroes fail and die?


551 to 598 of 598 << first < prev | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | next > last >>

N Hobgoblin Geokineticist 10 | Status:
Stats:
AC 31 (T 20, FF 23) Mobility | CMB +14, CMD 27 | Init +8 | Speed 40ft Climb 30ft | F +18, R +17, W +13 +2 vs Poison, +4 vs Spells&Spell-likes| Perc +17, SM +5 (Darkvision, Tremorsense)
HP 180/180(190) | Effort 2/2 | Burn 0/11 | Burn Damage 0

Okay, I happen to have a free day today, with the gf away with her sister to visit wedding dress stores (for her sister, not for her, LOL). I'll expend some time deciding about Ametist and if I want to change anything about him (I was going to leave it as it is, but your question arose some doubts once more).

All I know for now is that Ametist belong(ed) to a cult of Elemental Earth and should reflect that anyhow, and I don't feel like the Kineticist really does that. The problem is that he was built for a class which uses Dex and Con, with the premise in mind of being a hybrid between Hobgoblin and Dwarf, and changing to, say, a Cleric would mess with all of that. You know, things. I'll give it a good thought and see what can I come up with.


N Hobgoblin Geokineticist 10 | Status:
Stats:
AC 31 (T 20, FF 23) Mobility | CMB +14, CMD 27 | Init +8 | Speed 40ft Climb 30ft | F +18, R +17, W +13 +2 vs Poison, +4 vs Spells&Spell-likes| Perc +17, SM +5 (Darkvision, Tremorsense)
HP 180/180(190) | Effort 2/2 | Burn 0/11 | Burn Damage 0

I'm open to suggestions xD All options for earth based things I'm looking at seem to suck hard, use Charisma as main attribute or overlap too much with any of you guys.


HP (190/190) AC w/ Vindicator’s Shield (36-32/12/31) Saves (21/12/14) Initiative (+8) SE (2/2) LoH 6d6 (8/8) DS (4/4) P-1 (4/4) P-2 (3/3) Channel 4d6 (8/9) Agathion Bond (1/1) Neg Energy Resist (8)

If you take Bow Word:

Bolt of Invincible Skill Instant Skill (You always hit an unaware or inanimate target, no matter how small or how far under cover it may be. Optionally, you may Commit Effort to the end of the scene to ensure that your current or next ranged attack does maximum damage and hits on anything but a natural roll of 1.)

Auto hit and max damage? That’s strong for ranged DPS

——

Also if you want a rebuild something you may be interested in:

https://www.d20pfsrd.com/classes/base-classes/shifter/archetypes/elementali st-shifter-shifter-archetype/

A melee Class that does insane elemental damage.

Swift action melee Elemental Damage
Lvl 1: 1d6 (One element)
Lvl 4: 2d6 (One element)
Lvl 5: 2d6 (Choice of one out of two)
Lvl 8: 3d6 (Choice of one out of two)
Lvl 10: 3d6 (Choice of one out of three)
Lvl 12: 4d6
Lvl 15: 4d6 (Choice of one out of four)
Lvl 16: 5d6
Lvl 20: 6d6

AC Bonus
Lvl 2: +1/2 Wis Modifier
Lvl 4: +1
Lvl 8: +2
Lvl 12: +3
Lvl 16: +4
Lvl 20: +5

Wildshape Water Elemental
Lvl 4: Hours per day = Level + Wis Modifier. Can eventually turn into different types of elementals.

———-

Then go with Earth, Fire and Water or Air words. Use them to get ranged attacks and utility abilities.


Also, you're allowed to completely and totally rebuild your character, *especially* if you're not having fun with him.

New race, new stats, new class, new feats, etc, etc.


I'm working on mine. I'll probably post a redacted version here just to be a tease. :D


HP (190/190) AC w/ Vindicator’s Shield (36-32/12/31) Saves (21/12/14) Initiative (+8) SE (2/2) LoH 6d6 (8/8) DS (4/4) P-1 (4/4) P-2 (3/3) Channel 4d6 (8/9) Agathion Bond (1/1) Neg Energy Resist (8)

Shifter Lvl10

Elements: Fire/Earth/Water
* Swift action for +3d6 Fire, Acid or Cold Damage each turn
* Major Elemental Form: 10 hours per day can turn into a medium elemental
* Minor Form: 10 min/day Swift action for +4 Dex/+4 Con/+4 Str (as per element)
* Has tongues with elementals when using form
* Volcanic Stride (Su): By combining earth and fire, the elementalist shifter can damage the ground around herself. As a standard action, she can deform a region of natural or artificial rock in her space, turning it into difficult terrain and causing creatures that pass through it to take an amount of fire damage equal to that dealt by her elemental strike with no save. Affected terrain remains transformed until the shifter ends her elemental aspect.
* When not wearing metal armor +1/2 Wis to AC. Full Wis when unarmored. Also always +2 AC

Godbound:

Excellence of the Word: 1 point (+2 Stat of choice)

Earth Word: +2 Con
Earthwalker (Commit Effort. You and your companions may pass through stone or soil without need for breath. It requires an action to enter or leave earthen environs. This gift functions for both natural earth and worked stone, and can be used on soil of any consistency no thinner than mud. You can sense hollow spaces in the earth within 100 feet.)

Obduracy of Stone (Your natural armor class is 3, and you have an invincible defense against harm by stone implements, earth, or burial. You need not eat, drink, or breathe, as you are as self-sufficient as the stones themselves.) I think this means +3 natural armor

Stonespeaker (Commit Effort. You can communicate with earth or stone, seeing and perceiving everything it has witnessed at a certain time of your choice. Stones have no thought as humans recognize it, but they can perfectly relay all the sounds and sights that took place in its presence.)

Fire Word Heroes with the Fire Word have an invincible defense against flame, smoke, and cold. They may wield fire as a magical weapon with a range of up to 50 feet and a 1d10 damage die.

Firestorm (Commit Effort for the scene. Choose a point within sight; every cho- sen target within 100 feet of it is struck by falling flame for a 1d6 die of damage per level of the Godbound, with an Evasion save allowed to halve the damage taken. This gift can't be used two rounds in a row.)

Endurance Word +2 Con
Elemental Scorn (Immune Acid, can share)

Feats with VMC Magus
* Lvl 1: Weapon Finesse
* Lvl 3 VMC Arcana: Swift Action to enchant you’re attacks
* Lvl 5:
* Lvl 7 VMC: Flaboyant Arcana
* Lvl 9: Extra Arcana Precise Strike (+lvl to damage as precision)

——-

Above character can make a flaming weapon that does 1d10 Fire damage. Can add +3d6 Fire, Acid or Cold Damage. Gets +5 AC and 1/2 Wis to AC. Can turn into an elemental for 10 hours per day. And has a 50ft Ranged Fire attack.

Give him an agile amulet of mighty blows, as he uses flame as a weapon. Now...?

To Hit: +10 (BaB) +Dex (Weapon Finesse) + Other Modifiers
Damage: 1d10 (Fire) + 10 (precision) + 3d6 (Fire, acid or cold) + x (Enchantments from VMC)

Also immune to Fire, Acid and Cold. Eventually you will get air element as well. At which point you can easily pick up electricity immunity as well.

A true master of the elements!

Can play around with words and shifter elements, but that is the basis. Extremely tanky, hits like a truck, and has most of the elements to play with. Might want to grab air element as a shifter for flight though...


Potential Titles
* You know, That Guy
* Ugghhh, you again
* REDACTED
* REDACTED

Adjective
* REDACTED

Home
* REDACTED

Alignment
* REDACTED REDACTED

Area of Concerns
* Petty Semantics and Pedantry
* Tests of moral fortitude and/or sanity
* REDACTED
* REDACTED

Worshipers
* Probably narcissistic jerks and professional ax grinders
* REDACTED

Domains
* REDACTED
* REDACTED
* Travel
* REDACTED

Favored Weapon
* Razor sharp tongue
* REDACTED

Symbol
* Dirty Pitchfork

Sacred Animal
* Hyena, probably.

Sacred Colors
* Haybale Gold and Excrement Brown


N Hobgoblin Geokineticist 10 | Status:
Stats:
AC 31 (T 20, FF 23) Mobility | CMB +14, CMD 27 | Init +8 | Speed 40ft Climb 30ft | F +18, R +17, W +13 +2 vs Poison, +4 vs Spells&Spell-likes| Perc +17, SM +5 (Darkvision, Tremorsense)
HP 180/180(190) | Effort 2/2 | Burn 0/11 | Burn Damage 0

An impressive character, I'll take notes since I always wanted to replicate a WoW Enhancement Shaman. Thank you.

I still want to keep the core of the character, though. Once I decide to abandon the original idea, I could do anything, but I really don't want to because Ametist looks cool to me. So, I'm reading through all the options avaliable to a Geokineticist and see if there's a way I can make it a bit more comfortable for me to play (damn all these Burn and extra things to keep record of).

You gave me a good idea, though. Is VMC allowed?


Ametist wrote:

An impressive character, I'll take notes since I always wanted to replicate a WoW Enhancement Shaman. Thank you.

I still want to keep the core of the character, though. Once I decide to abandon the original idea, I could do anything, but I really don't want to because Ametist looks cool to me. So, I'm reading through all the options avaliable to a Geokineticist and see if there's a way I can make it a bit more comfortable for me to play (damn all these Burn and extra things to keep record of).

You gave me a good idea, though. Is VMC allowed?

Okay, so if you're gonna stick with the general overall theme of Ametist, are you definitely keeping Geokineticist, or just the general overall theme of Earth Mage? Or are you considering branching out into the other elements as well??

If your gonna stick with Geo, I can ask around to see if there's any suggestions people might have to make your character a bit more optimized or how to get the most bang for your buck.

If you're more interested in general Earth Mage, let me know if there's a better class that fits this theme. You mentioned above that some of the earth related options use Cha, but if there's one you like, we can totally switch that to a different stat. Even a physical one. I really don't care, lol.

Finally, if you're looking being just a general Elementalist, the Elemental Oracle is pretty cool. Again, we can totally make it's primary stat something else, if that's the only thing stopping you from taking it.


HP (190/190) AC w/ Vindicator’s Shield (36-32/12/31) Saves (21/12/14) Initiative (+8) SE (2/2) LoH 6d6 (8/8) DS (4/4) P-1 (4/4) P-2 (3/3) Channel 4d6 (8/9) Agathion Bond (1/1) Neg Energy Resist (8)

Go with the word cited above. Max damage on 10d6 damage? Deadly


The Man. The Myth. The Mask!

In case you haven't noticed, this game is more about the fluff than the crunch. :)


N Hobgoblin Geokineticist 10 | Status:
Stats:
AC 31 (T 20, FF 23) Mobility | CMB +14, CMD 27 | Init +8 | Speed 40ft Climb 30ft | F +18, R +17, W +13 +2 vs Poison, +4 vs Spells&Spell-likes| Perc +17, SM +5 (Darkvision, Tremorsense)
HP 180/180(190) | Effort 2/2 | Burn 0/11 | Burn Damage 0

I have, I have, yeah... That's why I'm trying to keep Ametist as close to the initial idea as possible, while trying to add my grain of sand at a potential future combat without feeling useless or having to use tons of crappy and difficult to manage rules.


Male Human Paladin 1

All of this is of course aspirational more than actual. He ain't there yet.

Title(s): The Burning Knight, The Sword of Fire

Home: Ragathiel's Fortress and/or Plane of Fire*

Alignment: Lawful Good

Areas of Concern: Vengeance, Fire, Valor, Swordsmanship

Worshipers: Paladins and other knights and/or crusaders seem obvious. Eventually fire-type outsiders (at least some subset of them).

Domains: Good, Law, Fire, War

Favored Weapon: Bastard Sword**

Symbol: Flaming sword with gold-winged quillons

Sacred Animal: Lion

Sacred Colors: Gold & Scarlet

*I'm angling for either Ragathiel's Herald/Right Hand Man (in which case he'd presumably be based out of Ragathiel's Fortress) or possibly challenging Ymeri for lordship of the Plane of Fire (Which, from an OOC perspective, is something I'd like to see Ragathiel do. It'd be nice for at least one Elemental Lord not to be NE).

**While we're talking about rebuilding characters: Technically a Crimson Templar has several class features that require a bastard sword, but I'd totally be up for switching to a Greatsword. Perhaps later on, after he surpasses petty mortal concerns like class abilities.


HP (190/190) AC w/ Vindicator’s Shield (36-32/12/31) Saves (21/12/14) Initiative (+8) SE (2/2) LoH 6d6 (8/8) DS (4/4) P-1 (4/4) P-2 (3/3) Channel 4d6 (8/9) Agathion Bond (1/1) Neg Energy Resist (8)

Rebuilding as Hospitaler Paladin 8 VMC Life Oracle Vindicator 2. Can’t stand lost BaB. Means dropping the feat “fey foundling” which is a mechanical hit..but that’s fine. It shouldn’t be there at all as it doesn’t fit his backstory.

Will play near exactly the same.


Didn't we come up with a word to address your lost BaB??


HP (190/190) AC w/ Vindicator’s Shield (36-32/12/31) Saves (21/12/14) Initiative (+8) SE (2/2) LoH 6d6 (8/8) DS (4/4) P-1 (4/4) P-2 (3/3) Channel 4d6 (8/9) Agathion Bond (1/1) Neg Energy Resist (8)

And done. Very little changed, mostly moved bonuses around. But I’m happy with the result, a much simpler character


HP (190/190) AC w/ Vindicator’s Shield (36-32/12/31) Saves (21/12/14) Initiative (+8) SE (2/2) LoH 6d6 (8/8) DS (4/4) P-1 (4/4) P-2 (3/3) Channel 4d6 (8/9) Agathion Bond (1/1) Neg Energy Resist (8)

Missed your post. Yeah, we did awhile back, though I don’t think we ever finalized it. But this works better, as it is simpler.


1 person marked this as a favorite.
N Hobgoblin Geokineticist 10 | Status:
Stats:
AC 31 (T 20, FF 23) Mobility | CMB +14, CMD 27 | Init +8 | Speed 40ft Climb 30ft | F +18, R +17, W +13 +2 vs Poison, +4 vs Spells&Spell-likes| Perc +17, SM +5 (Darkvision, Tremorsense)
HP 180/180(190) | Effort 2/2 | Burn 0/11 | Burn Damage 0

Okay... I've being doing some calculations.

At level 10 I can accept 2 burn, 3 spending a move action, without problem. That would let me either throw a simple blast and add up to 3 burn worth of shenanigans, or throw a composite blast with 1 point worth of toppings. A nice 1-point addition is Empower.

That would let me fire a blast worth:
•2d6+2 per 2 levels, for 10d6+10 (average 45)
•Another 5d6 from Empower (Average 17.5)
•+3 to hit, +6 damage from Elemental Overflow
•-2 to hit, +4 damage from Deadly Aim

That should add up to 72 damage free of burn. Not the best by far, but not bad, I guess. At 11th level I'll be able to accept more free burn, which will be much welcome.

So I guess the problem was I tried to spread too thin. I should need focus a bit more and will be able to keep the class, race and backstory all along. That should need only minor tweaking, a feat here, a choice there.

I'm sorry to have made you all go out of your way to help me. Your advice has really helped, be sure.

On Words, of course I'll keep Earth and then I could take on Healing since Karen is not with us anymore, or maybe Endurance (fits with the Rock theme), Time (eternity and such) or just keep Journey. Sadly, Bow states it only works with actual ranged weapons of rays provided by the Bow Word. But that's not really important. What I have found weird is the measures for HP damage or healing in powers, usually dealing/healing only one or two dice worth.


HP (190/190) AC w/ Vindicator’s Shield (36-32/12/31) Saves (21/12/14) Initiative (+8) SE (2/2) LoH 6d6 (8/8) DS (4/4) P-1 (4/4) P-2 (3/3) Channel 4d6 (8/9) Agathion Bond (1/1) Neg Energy Resist (8)

72 damage is amazing! In comparison I do max damage due to words which is 31. Against evil it is 43. That’s in close combat, and you’re range is 60% higher on average. I think that you’re going to be just fine keeping up. :)

Also enjoying reading you’re thought process and I always enjoy theory crafting.

——-

The party that is left:

Godwyn: Healing, Tanking, Halberdiering (Melee)
Drystan: Fire, Smiting, Bastarding (Melee)
Ametist: Terrain shaping, bludgeoning (Ranged)
Lian: Charming, Beguiling (Arcane)

Looking at the list above, I think between me and Drystan we have healing covered. Myself especially given that I have life link and fast healing 4.

If I were you I’d go with endurance or time. Both are very useful and fit you’re theme.


N Hobgoblin Geokineticist 10 | Status:
Stats:
AC 31 (T 20, FF 23) Mobility | CMB +14, CMD 27 | Init +8 | Speed 40ft Climb 30ft | F +18, R +17, W +13 +2 vs Poison, +4 vs Spells&Spell-likes| Perc +17, SM +5 (Darkvision, Tremorsense)
HP 180/180(190) | Effort 2/2 | Burn 0/11 | Burn Damage 0

There are a pair of racial features out there that give you +1 cl with Earth spells, domain powers, bloodline powers, revelations, etc. Shall this also be applied to spell-likes (like elemental blasts or some infusions)?


N Hobgoblin Geokineticist 10 | Status:
Stats:
AC 31 (T 20, FF 23) Mobility | CMB +14, CMD 27 | Init +8 | Speed 40ft Climb 30ft | F +18, R +17, W +13 +2 vs Poison, +4 vs Spells&Spell-likes| Perc +17, SM +5 (Darkvision, Tremorsense)
HP 180/180(190) | Effort 2/2 | Burn 0/11 | Burn Damage 0

AMETIST

Titles The Stone Lord, The Eternal.

Adjective Ametistian.

Home Plane of Earth.

Alignment Neutral.

Areas of Concern Earth, Resilience, Permanency.

Worshippers Earth Outsiders, geologists, stone or metal workers.

Domains Earth, Protection, Destruction.

Favoured Weapon Cestus.

Symbol Sloped mountain.

Sacred Animal Mole.

Sacred Colours Black and Purple.

As the story moves forward, some things might be added/changed.


The Man. The Myth. The Mask!
Ametist wrote:
There are a pair of racial features out there that give you +1 cl with Earth spells, domain powers, bloodline powers, revelations, etc. Shall this also be applied to spell-likes (like elemental blasts or some infusions)?

I think those were meant to be used on things that have a limited number of uses per day. Using them on an unlimited resource like blasts might be a little much.

What do you think, MG?


HP (190/190) AC w/ Vindicator’s Shield (36-32/12/31) Saves (21/12/14) Initiative (+8) SE (2/2) LoH 6d6 (8/8) DS (4/4) P-1 (4/4) P-2 (3/3) Channel 4d6 (8/9) Agathion Bond (1/1) Neg Energy Resist (8)

I think we are about ready to move onto the next scene :D


The Man. The Myth. The Mask!

Me too. :)


HP (190/190) AC w/ Vindicator’s Shield (36-32/12/31) Saves (21/12/14) Initiative (+8) SE (2/2) LoH 6d6 (8/8) DS (4/4) P-1 (4/4) P-2 (3/3) Channel 4d6 (8/9) Agathion Bond (1/1) Neg Energy Resist (8)

Question as I ensure my stats are right. HP is 1/2+1 per level, right? Ex: Paladin is +10HP at lvl1 and +6 thereafter?

So, fun facts.

Sir Dyrstan is all about offense.

+1 bane grayflame holy reliquary cold iron bastard sword. He does max damage.

/17-20 crit, can make it keen with weapon bond
27 normal damage
39 sneak attack
51 vs evil
65 vs evil outsiders
75 with smite

If he crits? 150 damage.

Can also add extra damage with grayflame...

SIr Godwyn is all about defense

AC 36 (before smite)
Fast Healing 3 (can be 4, or can have bonuses)
Takes 5 points of damage from all of his allies each turn. This can take care of all post-battle healing. No wands or spells needed! But if need be, he can channel 6 times in a row for 4d6+7. So if the party *needs* to get into the fighting quickly, he can manage.

Ametist is a surprisingly powerful ranged monster
•2d6+2 per 2 levels, for 10d6+10 (average 45)
•Another 5d6 from Empower (Average 17.5)
•+3 to hit, +6 damage from Elemental Overflow
•-2 to hit, +4 damage from Deadly Aim

That should add up to 72 damage free of burn. That is averaging just about what Sir Drystan gets smiting a demon.

Lilian takes some finesse, but...
Change shape
DC for enchantment spells is 10+spell level+cha (9) + 2 (FCB). And she has *alot* of spells that can charm and dominate.

Looking over the characters, everyone has a role that they are best in. This isn't even counting words. So overall? The party is looking very solid.


Heh, I was ready to move ya'll on yesterday, but I lost power for several hours due to a massive wind storm(still rather bad). While it came back early enough, I just wasn't really in the mood to do much posting last night.

I will try to get up something today.

@ Ametist, what would adding +1 CL do for you?


N Hobgoblin Geokineticist 10 | Status:
Stats:
AC 31 (T 20, FF 23) Mobility | CMB +14, CMD 27 | Init +8 | Speed 40ft Climb 30ft | F +18, R +17, W +13 +2 vs Poison, +4 vs Spells&Spell-likes| Perc +17, SM +5 (Darkvision, Tremorsense)
HP 180/180(190) | Effort 2/2 | Burn 0/11 | Burn Damage 0
Godwyn wrote:
That is averaging just about what Sir Drystan gets smiting a demon.

Yep, but remember I have to use move and standard action to do that, while Drystan does that on every attack if he full attacks. On the other hand, I get to do it from range, so one for another, I guess. The alternative, real uber range damage dealer I was considering was an archer Warpriest, but that wouldn't have been Ametist, after all.

Monkeygod wrote:
what would adding +1 CL do for you?

Both damage and saves depend on CL. Choon is right, though: having it affect an at-will seems too much. There's plenty of things I can pick instead.


HP (190/190) AC w/ Vindicator’s Shield (36-32/12/31) Saves (21/12/14) Initiative (+8) SE (2/2) LoH 6d6 (8/8) DS (4/4) P-1 (4/4) P-2 (3/3) Channel 4d6 (8/9) Agathion Bond (1/1) Neg Energy Resist (8)

Yup, it's a trade off. And a fair one. Drystan and I only have 20ft move speed. If we get into combat, we can lay down some hurt (him especially). You can't move at all, but have 120ft (I believe) range. So you can put in damage for 2-3 rounds before us. I'd call it balanced.


The Man. The Myth. The Mask!

I'd call it painful...


Asked around for some help for Mr Earthiness, and was linked to This guide.

Hopefully Ametist can find some inspiration within.


Male Human Paladin 1

I still need to figure out what gift I’m going to add. I was looking for something constant, I figure I have enough that require Effort already, but I’m not seeing much. Might go with just the +2 to a stat.


HP (190/190) AC w/ Vindicator’s Shield (36-32/12/31) Saves (21/12/14) Initiative (+8) SE (2/2) LoH 6d6 (8/8) DS (4/4) P-1 (4/4) P-2 (3/3) Channel 4d6 (8/9) Agathion Bond (1/1) Neg Energy Resist (8)

Asking again as I check numbers, how do we calculate HP for class as we level up?


Max HP.


HP (190/190) AC w/ Vindicator’s Shield (36-32/12/31) Saves (21/12/14) Initiative (+8) SE (2/2) LoH 6d6 (8/8) DS (4/4) P-1 (4/4) P-2 (3/3) Channel 4d6 (8/9) Agathion Bond (1/1) Neg Energy Resist (8)

Thanks!


Male Human Paladin 1

I think I'm going to expand into the Might word, and take Falling Meteor Strike:

With a moment's concentration, the Godbound can smash any single
non-magical object of less than ten feet in diameter. If the object is
larger than that, a ten-foot high, wide, and deep hole is punched into
it. If the object is magically durable or resilient, the Godbound must
Commit Effort for the scene to smash it. The focus required for this
blow makes it useless against mobile enemies, but if the Godbound
strikes an immobile or helpless target with this gift they suffer four
points of damage for every level of the Godbound.

Door locked? Not a problem. Need a hole in his wall? Easily done. We need to tunnel under this fortress? Alright, hang on a minute.

I did want to ask a couple of questions though. I guess I nevr notice the general ability you get automatically for having a word. For example, for Fire:

Heroes with the Fire Word have an invincible defense against flame
and smoke. They may wield fire as a magical weapon with a range of
up to 50 feet and a 1d10 damage die.

So...I'm immune to Fire Damage? I mean, that makes total sense, but I don't think I knew that. Likewise, since I'm picking up Might:

A Godbound of the Word of Might is tremendously powerful, gaining
a Strength score of 19 and a +4 attribute modifier for Strength.
This prowess allows them to lift or break anything that is humanly possible to so handle, though truly supernatural feats of strength require the use of a gift or miracle.

How do 19 and +4 translate for us?


HP (190/190) AC w/ Vindicator’s Shield (36-32/12/31) Saves (21/12/14) Initiative (+8) SE (2/2) LoH 6d6 (8/8) DS (4/4) P-1 (4/4) P-2 (3/3) Channel 4d6 (8/9) Agathion Bond (1/1) Neg Energy Resist (8)

I think it was decided that all of the stat words just add +2 rather than setting you’re strength.

And the might word’s +2 gives a +4 Bonus for Str tests and carrying, right? Or am I misremembering?


N Hobgoblin Geokineticist 10 | Status:
Stats:
AC 31 (T 20, FF 23) Mobility | CMB +14, CMD 27 | Init +8 | Speed 40ft Climb 30ft | F +18, R +17, W +13 +2 vs Poison, +4 vs Spells&Spell-likes| Perc +17, SM +5 (Darkvision, Tremorsense)
HP 180/180(190) | Effort 2/2 | Burn 0/11 | Burn Damage 0

I think the +4 stated is just the result of having a 19. Probably they explicitly explain it because in the creation rules the game only goes to 18?


Woman Kitsune Sorceress 10 Int +8 AC 12 Fort +5 Ref +6 Will +12 Low-Light Vision Scent 30 ft Hit Points 60/60 Effort 2/2

Potential Titles
* The Even-Tongued Brook
* Diplomat of the River
* The Nine-Tailed Traveler
* The Word of Joining

Adjective
* Brookists

Home
* TBD

Alignment
* Neutral

Area of Concerns
* Diplomacy
* Fertility (in both food and family sense)
* Bargains and alliances

Worshipers
* Diplomats, rabble rousers, leaders of various stripes, foes turned friends

Domains
* Charm
* Community
* Plant
* Animal (fur)

Favored Weapon
* None

Symbol
* Nine tails interwoven in a ring.

Sacred Animal
* Fox

Sacred Colors
* Orange/Black


N Hobgoblin Geokineticist 10 | Status:
Stats:
AC 31 (T 20, FF 23) Mobility | CMB +14, CMD 27 | Init +8 | Speed 40ft Climb 30ft | F +18, R +17, W +13 +2 vs Poison, +4 vs Spells&Spell-likes| Perc +17, SM +5 (Darkvision, Tremorsense)
HP 180/180(190) | Effort 2/2 | Burn 0/11 | Burn Damage 0

Okay, Ametist is finished, I guess. Redid some feats and choices, but he stays mostly the same. His race now has a pair of extra features instead of Sneaky (which I wasn't really using, I guess): Hardy and Tremorsense. On Words, he kept the Earth Word (of course) and chose a bit more powers, and swapped Journeying for Endurance (which allowed him to raise his Intelligence and get a bit more skill points). Let's hope it works.


Ametist, this was a rather helpful response I got on FB for ya:

Earthbending:

If he's got the Pushing, Bowling, and Entangle Infusions, he can knock people down, push them away, or tie them up, all pretty much once per round. Once he's got those, the range extension infusions are a good idea, so he doesn't have to be right up in people's grille; while Kineticists CAN tank, if he wants to be able to take or avoid Burn at *his* option rather than theirs, he'll want to stay out of melee.

For Utility Talents, Earth Glide and Earth Climb are useful for moving around. Shift Earth gives him a really heavy-duty combat usable Geokinesis, and Kinetic Form is useful if he wants to get into melee without the enemy being able to respond. Combining Kinetic Form, Shift Earth, and Earth Glide basically means he's now playing Minecraft as an Enderman...

Just because of how Kineticists work, he's going to want high Dex and higher Con. If you're using point-buy of stats, those should account for just about all of his points, with any other raised stats coming from dumping something else. Honestly, just about anything else *can* be dumped; Kineticists do NOT suffer from M.A.D.; if they have their two stats they can be effective.

Also he'll want Point Blank Shot and Precise Shot to be able to avoid that -4 firing into melee penalty, and he'll want Toughness and every other HP enhancer (favored class, Finding Your Kin, everything) to help offset Burn fragility.

For the numbers - it helps to have a 'cheat sheet' of your Infusions and how much Burn each one costs, which ones you can combine and which ones you can't, and quick reminders on your burn-related abilities (Honestly, that last is most of the Kineticist recordkeeping; keeping track of how much Burn you have and what that means).


Woman Kitsune Sorceress 10 Int +8 AC 12 Fort +5 Ref +6 Will +12 Low-Light Vision Scent 30 ft Hit Points 60/60 Effort 2/2

Oh yea, I don't feel entirely satisfied with the titles and such, so if you have suggestions, I'm open to them. I might rejigger Lian's sheet there a bit.


N Hobgoblin Geokineticist 10 | Status:
Stats:
AC 31 (T 20, FF 23) Mobility | CMB +14, CMD 27 | Init +8 | Speed 40ft Climb 30ft | F +18, R +17, W +13 +2 vs Poison, +4 vs Spells&Spell-likes| Perc +17, SM +5 (Darkvision, Tremorsense)
HP 180/180(190) | Effort 2/2 | Burn 0/11 | Burn Damage 0

Very useful response, thank you, Monkeygod. Actually, most of the advice there coincides with my choices xD I'm not a big fan of tripping and suck with a 3/4 BAB class, though, so I skipped all these infusions, but the rest, yeah. Finding your Kin is sadly a Campaign trait (Finding Haleen).


A thousand apologizes folks, I have had massive writer's block regarding moving the game forward. I knew where I wanted you to end up, but I didn't know how to get you there, or what to do with you once there.

I had some vague ideas, but nothing I was sold on.

Until this morning, as I was laying in bed, thinking about taking an 'official' break from this game, and seeing if Choon wanted to take over with some direction from me again.

Suddenly inspiration hit like a train, good enough for me to give ya'll something to work with.

That said, I realize it's been over a month since my last IG post, and several weeks since I posted here period, so I totally understand if everyone has moved on.


HP (190/190) AC w/ Vindicator’s Shield (36-32/12/31) Saves (21/12/14) Initiative (+8) SE (2/2) LoH 6d6 (8/8) DS (4/4) P-1 (4/4) P-2 (3/3) Channel 4d6 (8/9) Agathion Bond (1/1) Neg Energy Resist (8)

Recommend using premade APs and make new enemies for encounters

https://theeye.eu/public/Books/rpg.rem.uz/Warhammer/Fantasy/Roleplay/1st%20 edition/M

Take a look at the doomstones campaign for some inspiration


ZzZZzZZzZZz-- No! I'm here! I'm here! *yawn* I'm good to go! :D


N Hobgoblin Geokineticist 10 | Status:
Stats:
AC 31 (T 20, FF 23) Mobility | CMB +14, CMD 27 | Init +8 | Speed 40ft Climb 30ft | F +18, R +17, W +13 +2 vs Poison, +4 vs Spells&Spell-likes| Perc +17, SM +5 (Darkvision, Tremorsense)
HP 180/180(190) | Effort 2/2 | Burn 0/11 | Burn Damage 0

Rock on!


Woman Kitsune Sorceress 10 Int +8 AC 12 Fort +5 Ref +6 Will +12 Low-Light Vision Scent 30 ft Hit Points 60/60 Effort 2/2

I feel like things have gone silent long enough we can fairly safely consider this dead. I enjoyed what we had, but I don't feel like it's going to get going again.


Hey all,

Sorry this game has died out. I've been kinda sickly and rather busy when well enough.

Been spending the last week or so catching up on all my games, getting back in the swing of things, and trying to post at least semi regularly when possible.

Not making any excuses. I've had trouble coming up with interesting plot for this game, and the loss of players even when things were moving along nicely really affected my desire to run this.

All of this said, I'll leave it up to you all if we should keep this going.

Should you all want to continue, I've found a perfect adventure via one of my campaign setting books that lines up perfectly with what's currently going on in game.

Because it's in a published product, I won't have to struggle coming up with plot/encounters for you guys.

However, I also fully understand if you guys are tired of my crap, and just want to let the game die.

I'm sorry I haven't been the best with running this game, but whichever way this game goes from here on out, I do want to thank you all for playing in my crazy setting.

Whatever happens, I wish you all awesome gaming!

551 to 598 of 598 << first < prev | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Broken Golarion Discussion All Messageboards

Want to post a reply? Sign in.