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psychicmachinery's page

RPG Superstar 2013 Star Voter. Pathfinder Society Member. 352 posts (4,233 including aliases). No reviews. 1 list. 1 wishlist. 4 Pathfinder Society characters. 15 aliases.


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Hey Cricket, dot.


Thinking about an Android Arcanist.


I'm probably not going to have time to put something decent together, so I'm going to withdraw. Happy gaming to all!


I've been thinking about this a bit, maybe a bard would be useful to this group. The Archaeologist archetype is from Ultimate Combat, but can fill in as a rogue in a pinch and also help out as a party face. Based on your guidelines, it's probably not allowed, in which case I would probably go vanilla bard or arcane duelist archetype, but I guess it doesn't hurt to ask.


I think Terq has forsaken us for some shiny new band of adventurers... /s


Oh absolutely, just wanted to put a couple of options out there. I'll get them up this weekend.


I've got a Separatist Cleric focused on reach combat into the sacred summons feat who might be a good fit, or a half-elf guide ranger who would probably be a great fit. Are we limited to one submission for this recruitment?


This sounds kind of fun. Are there any mechanical differences between the nationalities?


1. I would like to play Bec. I can definitely post once a day Monday through Friday.

2. A CG fellow who likes taking orders is an interesting character concept, and one that I'm going to have to do a bit of thinking on. I usually play arcane casters and this seems like a great chance to play a burly melee character.

3. I am in CST.


Dotting for interest.


That's an interesting idea Terquem. Count me as one in the skeptical but intrigued camp. I'll at least give it a shot if this things gets legs.


This sounds interesting, what's the current party look like?


Hmmm, map link is gone. I'm not sure about hitting the 5th level since we're all still third level, but if you guys want to chance it, I'm game.


Well, we're still waiting on 2 rounds worth of actions from Malaswyn. Hopefully he'll use some of that to heal Kriger.


Anyone know what happened to Malaswyn? We could probably use some divine aid right about now.


I'm a little confused on the dice pool. Do we roll 20d6 and assign three dice to each stat?


Half-elf guide ranger who grew up near Jol, west of the Shudderwood. Father was a wandering elf minstrel who took off. Mother turned to less than savory activities to put food on the table and died a pauper. Young Karl managed to survive in the wild, hunting and trapping. Probably take the chance savior trait for connection to Prof Lorrimor. Standard switch-hitter build.


I would really love to get in on this. I have played through the first and a good portion of the second books in another PbP that unfortunately died a few months ago. Any chance there's a spot for someone who's played a bit of the AP already?


Yeah, I've been looking forward to this one for a while. Very excited to play Iron Gods.


Silver, those sound very cool. #'s 2 and 5 really stand out to me. Perhaps even a combination of the two?


What's the ruling on necromancers? Can they start play with an undead minion?


Gregory Connolly wrote:
I play a wizard that could be considered a "God Wizard" and I only have ever made one weapon. I have a backup weapon made by my partner the witch, a Wand of Magic Missile CL 9th (she is Samsaran.) The one I made was a Ghost Touch Net +1. That sucker is how we finally defeated the Ghost Druid who kept running away. Best 4,000 gold I ever spent.

Nets are ranged weapons. Ghost Touch is a melee only enchant. That may not work the way you want it to.


Yeah, I'm sad to see this one go as well. Haldhin is a great guy, and I really did enjoy this PBP. Best to everyone else involved.

PM


My understanding is that there are double doors on the 3rd floor of the main keep, without guards that we've noticed so far, and side doors on the main keep from the battlements, each of which has a guard.


So, uh, what are we doing?


I still feel pretty responsible for getting us into this mess. I thought Lorant did some decent damage to the golem though. If it gets out of swarm form we may have a shot at it, but I don't know.


Also interested, waiting for character creation rules.


Probably won't get a character up by then, but dotting to get in the que.


Kittens are pretty much the best; tiny adorable psychopaths who think we're just big dumb cats.


Huzzah!


Oh wow, thanks! Glad to be on board. Lots of great submissions!


npc's who could then turn on us for their own gain? ;)

Also, remove disease is a 3rd level spell, which is the highest level spell available in E6 as GMpastrana pointed out, so it's not like we would have a ton of access to it starting out.

Delay disease might be another issue, although, now I have a thought about an alchemist, which is another class I've been meaning to give a go... Any limits on race?


Yeah, I definitely think an Inquisitor, as it's a class I haven't played yet. While Sarenrae and Erastil seem like possibilities, an Empyreal lord wouldn't be out of the question either.

Will it just be the party amid hordes of undead, or are there NPC's who we are trying to provide for as well?

I'm guessing that a community would be something that we would have to build, but it could be done. That would probably be a motivation for my character, i.e. seeking out and bringing together other survivors.


Well, if you guys do think about recruiting a fourth player, both Generic Dungeon Master and D-Kal know me from the it's A dungeon campaign, and I'd be happy to take on a cleric/support kind of role.


I'm thinking an inquisitor or a ranger, probably a half-orc.


Another vote of fantasy quasi-medieval zombie apocalypse. Sandbox can be tough on pbp, but a survival game might be interesting. Sure, the PC's need to avoid becoming food for the unquiet dead, but they also have to find food and shelter for themselves. Craft and profession skills become much more important, that sort of thing. I would also be cool to see lots of variant zombies and higher level undead as the party progresses.


Gav, check under the GM's spoiler to me for the answer to your question.


Here is Merten Falstaff, half-elf foresight diviner:

Crunch:

Merten Falstaff
Male half-elf wizard (diviner(foresight)) 10
N medium humanoid(half-elf)
Init +10; Senses low-light vision, Perception +18(+22)
-Defense--------------------
AC 13 (17), touch 13, flat-footed 10 (14) (+3 dex) (+4 mage armor)
hp 72 (10d6+30)
Immune sleep, +2 vs. enchantment
Fort +5, Ref +5, Will +7
-Offense--------------------
Spd 30ft.
Melee cold iron dagger +5 (1d4+0)
Ranged light crossbow +7 (1d8)
Special Attacks
Arcane School Spell-Like Abilities (CL 10th; concentration +19)

3 + Int Mod / day - Prescience (Su)
10 rounds / day - Foretell (Su) 30’ aura +2 allies or -2 enemies luck bonus / penalty to ability
checks, attack rolls, caster level checks, saving throws and skill checks.

Wizard Spells Prepared (CL 10th; concentration +19)

5th 4/day -
4th 5/day -
3th 5/day -
2nd 6/day -
1st 7/day -
0th (at will) 4/day -

Opposition Schools enchantment, necromancy

-Statistics--------------------
Str 10, Dex 16, Con 14, Int 20, Wis 10, Cha 10
Base Atk +5; CMB +5; CMD 18
Feats Skill Focus (Perception), Scribe Scroll, Elven Spirit, Spell Focus (Conjuration), Craft Wondrous Item, Augment Summoning, Superior Summons, Improved Familiar, Craft Rod, *Alertness
Skills (70 skill points total) acrobatics +3, appraise +5, bluff +0, climb +0, craft(alchemy) +11, diplomacy +0, disguise +0, escape artist +3, fly +10, handle animal +0, heal +0, intimidate +0, kn(arcana)+18, kn(dungeoneering) +13, kn(engineering) +10, kn(geography) +10, kn(history) +10, kn(local) +10, kn(nature) +13, kn(nobility) +10, kn(planes) +13, kn(religion) +13, linguistics +11, perception +18(+22), perform +0, profession +0, ride +3, sense motive +0(+2), spellcraft +18(+20), stealth +3, survival +0, swim +0
Traits Elven Reflexes, Focused Mind
Languages Common, Elven, Draconic, Abyssal, Infernal, Celestial, Sylvan
SQ adaptability (skill focus(perception)), arcane bond (faerie dragon), arcane training, elf blood, keen senses
Spellbook
0th - acid splash, arcane mark, dancing lights, detect magic, detect poison, flare, ghost sound, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance, spark
1st - burning hands, color spray, comprehend languages, grease, mage armor, protection from evil, shield, true strike, vanish (9 total)
2nd - detect thoughts, glitterdust, resist energy, see invisibility (4 total)
3rd - arcane sight, clairaudience/clairvoyance, fly, haste (4 total)
4th - paragon surge, scrying, share senses, summon monster IV (4 total)
5th - contact other plane, prying eyes, summon monster V, wall of stone (4 total)

Appearance:

A gruff, stocky, half elf with light brown hair and beard, turning to grey. Laugh lines and crows feet mar his skin, which is by turns ruddy from the elements or pale from long study. Merton typically wears buff colored breeches and shirts under richly dyed tunics of red, grey and gold. His hair and beard are long and full, but well groomed. Numerous scrolls usually hang from his belt, and a small, red dragon typically perches on his shoulder telepathically asking overly personal questions to passerby.

Backstory:

Merton was raised in shadow of the heavy woods of Darkmoon Vale in Andoran by half-elven parents. He studied the arcane arts in Korvosa and Magnimar, always more concerned with knowledge, wealth and prestige than the causes which captivated his fellow countrymen. As he progressed in skill, he began to hire himself out to merchants, nobles, and even adventurers, funding his further studies by serving as an interpreter, tutor and “field leveler” to his employers. Many times he scryed and spied on the rivals of this Chelaxian gentleman or that Taldan lord, always committing his contracts to writing and leaving satisfied customers until he chanced to spy the beautiful consort of a Qadiran merchant prince. Merten was immediately smitten by her beauty, and arranged to meet with her. While he had minimal interactions with the fairer sex prior to this encounter, Griselle seemed to hang on his every word, and was soon whispering tantalizing promises into his pointed ears. Merten broke his contract, divulged his employer’s secrets and fled north with his paramour. They shared two dizzying weeks together before the mage awoke, naked in a roadside inn, his spellbooks, his coin, his enchanted goods, and even his clothing gone.

With his reputation ruined, he could not return south. He managed to feed and clothe himself by the sweat of his brow and a few well placed cantrips, and began the long, arduous process of rebuilding his spellbook. As soon as he could, he tried to find Griselle, but no matter the spell, no matter the coin, she seemed to have disappeared from all of creation. Merten migrated further and further north, eventually taking up work as a mage-for-hire with all manner of unsavory sorts in the River Kingdoms He worked hard, kept his head down and his mouth shut, and traded spells with every other mage he encountered for seventy-five years. As the years passed, he developed a reputation as a competent and no nonsense, if expensive, addition to any group that sought to carve out a space for itself among the warring lands.

However, all that came to an end recently. Merten’s most recent employer hid his foul deeds behind fair words, and it was only through the use of his divination magics that Merten was able to discover the atrocities that the self-styled bandit-king had committed in his quest for power. Merten separated his employer from his band and left him in the tender care of a band of particularly nasty Quicklings before striking out on his own, seeking for a group where he could be an equal partner and build something lasting instead of a hired mage who only left destruction in his wake.

Merten’s goal is to found a settlement that can withstand the chaos of the riverlands and thrive on its own. A place where others can freely trade and learn and live in these fertile lands. He would like to found a wizard's college of his own, and pass on what he has learned about life and arcana to some promising young minds. He still thinks of Griselle from time to time, wondering where she has gone, and if there was ever anything more to their dalliance than relieving him of his goods and good name.

Merten prefers to study, analyze, and then attack, and has become wary and suspicious as he approaches middle age. However, he has a soft spot for those who have suffered through no fault of their own, and will often go out of his way to aid widows, orphans, and those who have come to harm through no fault of their own.

GM:

Is the leadership feat in play? If so, Merten will probably have a young mage cohort who stays back in town and crafts magic items for the group. This isn't a requirement by any means, just a way to help out the party without taking out time for down time. If that's ok, Merten will forego the item creation feats for some metamagic. I'd also like for this character to be able to establish a tower or something. I'm not sure how much kingdom building you guys have done, but if it fits in, I'd like it a lot.


I'm thinking about a half-elf diviner. Is the material for core races from the ARG on the table?


Thinking about a cleric of Zohls, archon Empyreal lord of Truth, Investigation, and Determination. I'll get something put together.


Eschetel Welleson is a wandering minstrel, gambler and rogue. A male human bard, always on the lookout for the next adventure, he is equally at home in a robbers den, a high court, and a dank dungeon. I'd like to play him in a story that's equal parts exploration, intrigue and dungeon delving with some combat as well. A classic pulp type game would be great.


Sound like a good opportunity to play that reach cleric I've been meaning to make.


The battle, perhaps, but I still have hopes for the war...


Ok, Valtyra gets the scroll, proceeds become 88gp, 8sp, 11cp each.


Hmmm, I'd be interested in something like this, but point buy seems like it would be a better way to go.


Hmmm, I've been wanting to try out a reach cleric build, and with the evil alignment allowed, I could have some summoning fun with sacred summons. Let me put something together.


I'm a little late to the scene to remember those halcyon days, seeing as I cut my teeth with 2E, but I'd love the chance to play some of those old modules, especially with the original rule set. I'll get a copy of basic Labyrinth Lord and maybe play a dwarf if that's allowed.


Just to clarify, I'm all for Sacred Summons despite its limitations, especially in the case of a LG cleric with a LG deity like Mercurial's talking about. The expanded list for SGM is nice, but doesn't really come into its own until later levels, and the diehard feat for a summoned monster is kind of pointless. So, for me yes on Sacred Summons, but wait on Summon Good Monster.


Mercurial wrote:
psychicmachinery wrote:
Just wanted to point out that everything summoned by Summon Good Monster is not going to benefit from Sacred Summons, and I would actually dump that feat all things considered as who cares if something that's only going to be around for a few rounds stabilizes or not? Sacred Summons only works on creatures whose alignment subtype exactly matches your divine aura, so your run of the mill celestial critter is still going to take a full round action to summon.

This is technically true, but having seen a Master Summoner in action, it simply can't be discounted the value of getting that Standard action Summons into play... and Summon Good Monster expands the LG Archons option enough to make it viable. In my particular case (Lawful Good), the options that qualify for Sacred Summons at each level would be:

(Sacred Summons gained at 5th level)
5th
1 Lantern Archon

7th
1 Hound Archon
2-4 Lantern Archons

9th
2-4 Hound Archons
3-6 Lantern Archons

11th
1 Legion Archon

13th
1 Shield Archon
2-4 Legion Archons

15th
2-4 Shield Archons
3-6 Legion Archons

17th+
1 Trumpet Archon

All in all that seems worth it to me.

Looks good to me, just wanted to make sure you knew what you were getting into. I agree though, with a LG cleric and deity, it's still worth it, although maybe not necessary quite so early in your feat progression.


Just wanted to point out that everything summoned by Summon Good Monster is not going to benefit from Sacred Summons, and I would actually dump that feat all things considered as who cares if something that's only going to be around for a few rounds stabilizes or not? Sacred Summons only works on creatures whose alignment subtype exactly matches your divine aura, so your run of the mill celestial critter is still going to take a full round action to summon.

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