Baldwin the Merciful's: Treasure of Chimera Cove (ACG) (Inactive)

Game Master baldwin the merciful

Chimera Cove lies at the southern tip of a rocky and storm-swept cape projecting into the Inner Sea, in a no-man’s-land between the great nations of Cheliax and Andoran. The three islands sitting just off shore do little to block the sea’s relentless swells, but they do effectively anchor the persistent coastal fog, making local navigation perilous. The fishermen who settled this grim seashore decades ago have a knack for maneuvering their catboats to and from their spindly docks, but no merchant ships dare use the treacherous cove, even with a launch. Few outsiders find the settlement’s steady decline in recent years surprising, wondering only at why the place was ever founded.


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Male Gnome Arcanist (occultist) 8 | HP 44/44 | AC 15 (19 w/Mage Armor) | +5 fort +6 ref +8 will | +9 init +8 perc | Resource Tracker

OK :) So some observations, threatening illusion + effortless trickery doesn't work as well as I initially thought since moving needs two swift actions.

I think Arcanist builds may have issues running out of resources in the usual 4+ encounter adventuring day, especially if they try blasting.

I strongly suspect the Occultist archetype is flat out better than the base class, since you can cast a STANDARD ACTION summon monster with arcane reservoir points. Summoning got a new feat Evolved Summons which let's you add a 1pt evolution of your choice to one monster summoned.


Male Stats: Init +5, AC 31,FF 27, T 16 fort +11, Ref +10, Will +12, 84/84 HP, perception +16, CMD 30, 40 grapple, 40 trip

hp: 1d10 + 2 ⇒ (10) + 2 = 12

will finish up the build on my other machine


Male Stats: Init +5, AC 31,FF 27, T 16 fort +11, Ref +10, Will +12, 84/84 HP, perception +16, CMD 30, 40 grapple, 40 trip

Ok, updated the profile. Added pummeling style. That does 2 things:
A) combines a flurry into one hit so it is like clustered shots (so DR only applies once).
B) Makes it so any crit threat is confirmed against the highest confirmation bonus, and then all hits are counted as crits Yes, this is the potentially broken part, won't do much on this build, but as written, could be broken as hell with scimitars and such.

Importantly this feat opens the way to pummeling charge which pretty much gives pounce. However I can't get that until 11th or so iirc.

If I was willing to dip a couple levels of master of many styles monk (which is what I would do if I had my choice on this build), I would be able to have pummeling charge and dragon ferocity up at the same time within 2 levels. That would be the proper method to twink it.


Evil GM

standard action summon monster is huge.


Female Elf Investigator 8 | 62/62 | AC 21/16/15 | CMD 22 | F 3/R 12/W 7 | Init +6 | Perc +17/+19 traps

Investigator 7: 1d8 ⇒ 2 Ummm... yeah.


Female Elf Investigator 8 | 62/62 | AC 21/16/15 | CMD 22 | F 3/R 12/W 7 | Init +6 | Perc +17/+19 traps

How would this work?

Inspirational Expertiese (Ex): When an investigator succeeds at a Knowledge check to identify a monster's special powers or vulnerabilities, he can expend one use of inspiration as a swift action to grant allies within 30 feet that can hear him a +4 insight bonus on attack rolls against that monster or type of monster for 1 round. An investigator must be at least 7th level to take this talent.

It's only 1 round... I'm on the fence!


Female Elf Investigator 8 | 62/62 | AC 21/16/15 | CMD 22 | F 3/R 12/W 7 | Init +6 | Perc +17/+19 traps

Why are these two different powers? When would you use the one without the other?

Studied Combat (Ex)

With a keen eye and calculating mind, an investigator can assess the mettle of his opponent to take advantage of gaps in talent and training. At 4th level, an investigator can use a move action to study a single enemy that he can see. Upon doing so, he adds 1/2 his investigator level as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for a number of rounds equal to his Intelligence modifier (minimum 1) or until he deals damage with a studied strike, whichever comes first. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit.

An investigator can only have one target of studied combat at a time, and once a creature has become the target of an investigator's studied combat, he cannot become the target of the same investigator's studied combat again for 24 hours unless the investigator expends one use of inspiration when taking the move action to use this ability.

Studied Strike (Ex)

At 4th level, an investigator can choose to make a studied strike against the target of his studied combat as a free action, upon successfully hitting his studied target with a melee attack, to deal additional damage. The damage is 1d6 at 4th level, and increases by 1d6 for every 2 levels thereafter (to a maximum of 9d6 at 20th level). The damage of studied strike is precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike.

If the investigator's attack used a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), he may choose to have the additional damage from studied strike be nonlethal damage instead of lethal damage. If the investigator chose to make an attack with a lethal weapon instead deal nonlethal damage (with the usual –4 penalty), the studied strike damage may also deal nonlethal damage.

The investigator must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An investigator cannot use studied strike against a creature with concealment.

Additionally, why is this ONLY for melee?


Female Elf Investigator 8 | 62/62 | AC 21/16/15 | CMD 22 | F 3/R 12/W 7 | Init +6 | Perc +17/+19 traps

Since this combat ability is only for melee... And, the class is based on intelligence (skills, inspiration points, studied duration) and dexterity (only light armor)...

You're forced to take Weapon Finesse (to be effective in melee, not even maximize).

Interestingly enough, instead of Investigator Talents... you're allowed to substitute a plethora of Rogue Talents.

Even MORE interestingly (by design or oops forgot) this eligible Rogue Talent list does not include "Finesse Rogue", which grants Weapon Finesse.

So, you have to burn a Character Level Feat.

Curious.


Male Gnome Arcanist (occultist) 8 | HP 44/44 | AC 15 (19 w/Mage Armor) | +5 fort +6 ref +8 will | +9 init +8 perc | Resource Tracker

HP: 1d6 ⇒ 1
Reroll HP: 1d6 ⇒ 1
Reroll HP: 1d6 ⇒ 3

Anarchists gain two spells upon leveling. Spells gained: Loathsome Veil and Flaming Sphere.

I gained the Acid Jet exploit:

Acid Jet (Su): The arcanist can unleash a jet of acid by expending 1 point from her arcane reservoir and making a ranged touch attack against any one target within 30 feet. If the attack hits, it deals 1d6 points of acid damage + the arcanist's Charisma modifier, plus an additional 1d6 points of acid damage for every 2 levels beyond 1st (to a maximum of 10d6 at 19th level). The target is also sickened for 1d4 rounds. It can attempt a Fortitude saving throw to negate the sickened condition.


Male Human Warpriest 8, AC21/T10/FF21+2 if using Shield, HP74/74, F10/R4/W12, CMB+10/CMD+20, Perception +5

HP: 1d8 ⇒ 7


Male Human Warpriest 8, AC21/T10/FF21+2 if using Shield, HP74/74, F10/R4/W12, CMB+10/CMD+20, Perception +5

Awesome.

Xavier learned CORNUGON SMASH which means any opponent I hit with POWER ATTACK, I Intimidate as a free action with CORNUGON SMASH is flat footed because I took Shatter Defences with my Fighter Bonus Feat.

Sweet so if I Successfully pull the check off the target
1. Loses dex to AC
2. Can't AOO me
4. Is Demoralized (-2 Attack,Saves, Skills).

Normally fighters can do this by 6th level, The only reason Xavier can is He treats his char level as his BAB for his bonus feats.

Also got 2 3rd level slots, unless we have a specific enemy/environ my default is CHANNEL VIGOR and PRAYER.

Also gaine the Sacred Armor class ability.

Sacred Armor:

At 7th level, the warpriest gains the ability to enhance his armor with divine power as a swift action. This power grants the armor a +1 enhancement bonus. For every 3 levels beyond 7th, this bonus increases by 1 (to a maximum of +5 at 19th level). The warpriest can use this ability a number of minutes per day equal to his warpriest level. This duration must be used in 1-minute increments, but they don't need to be consecutive.

These bonuses stack with any existing bonuses the armor might have, to a maximum of +5. The warpriest can enhance armor any of the following armor special abilities: energy resistance (normal, improved, and greater), fortification (heavy, light, or moderate), glamered, and spell resistance (13, 15, 17, and 19). Adding any of these special abilities replaces an amount of bonus equal to the special ability's base cost. For this purpose, glamered counts as a +1 bonus, energy resistance counts as +2, improved energy resistance counts as +4, and greater energy resistance counts as +5. Duplicate abilities do not stack. The armor must have at least a +1 enhancement bonus before any other special abilities can be added.

The enhancement bonus and armor special abilities are determined the first time the ability is used each day and cannot be changed until the next day. These bonuses apply only while the warpriest is wearing the armor, and end immediately if the armor is removed or leaves the warpriest's possession. This ability can be ended as a free action at the start of the warpriest's turn. This ability cannot be applied to a shield.


Male Gnome Arcanist (occultist) 8 | HP 44/44 | AC 15 (19 w/Mage Armor) | +5 fort +6 ref +8 will | +9 init +8 perc | Resource Tracker

Add in nausea and sickening from loathesome veil and they are going to be significantly debuffed.

We probably need to be careful with friendly fire with that one.


Evil GM
Xavier Longsaddle wrote:

Awesome.

Xavier learned CORNUGON SMASH which means any opponent I hit with POWER ATTACK, I Intimidate as a free action with CORNUGON SMASH is flat footed because I took Shatter Defences with my Fighter Bonus Feat.

Sweet so if I Successfully pull the check off the target
1. Loses dex to AC
2. Can't AOO me
4. Is Demoralized (-2 Attack,Saves, Skills).

Normally fighters can do this by 6th level, The only reason Xavier can is He treats his char level as his BAB for his bonus feats.

Also got 2 3rd level slots, unless we have a specific enemy/environ my default is CHANNEL VIGOR and PRAYER.

Also gaine the Sacred Armor class ability.

** spoiler omitted **...

With special class abilities such as Sacred Armor you can start to see the divergence between the ACG and the core classes balance. For instance a level 7 cleric gets channel energy 4d6, 1+1 4th level spell. Clerics have dead levels with no bonus feats nor do they have a built-in quicken spell feat. Fighters get armor training at 7th level.

This type of creep through splat books is natural (it happened in 3.5) and the company has to make money which occurs by producing new material. That being said I'd like to see Paizo rebalanced the core classes so they remain playable. It's hard to unring the bell when these new classes emerge, but it is possible to rebalance some of the old even if it is providing something like bonus feats on those off levels.


Male Gnome Arcanist (occultist) 8 | HP 44/44 | AC 15 (19 w/Mage Armor) | +5 fort +6 ref +8 will | +9 init +8 perc | Resource Tracker

Is that what pathfinder unchained is supposed to do? Possible I've misunderstood what that product is about mind you.


Male Stats: Init +5, AC 31,FF 27, T 16 fort +11, Ref +10, Will +12, 84/84 HP, perception +16, CMD 30, 40 grapple, 40 trip

Honestly the Warpriest was appreciably more powerful in the beta, so at least there's that.

The brawler was gimpier in the playtest, and got some love, but they really are glass cannons. I really don't think they are any better than fighters, and to be honest are more restricted in build options.

The slayer is a great class, and simply should have been the rogue replacement.


Male Gnome Arcanist (occultist) 8 | HP 44/44 | AC 15 (19 w/Mage Armor) | +5 fort +6 ref +8 will | +9 init +8 perc | Resource Tracker

I'd like to see a slayer in action (particularly a bounty hunter archetype with a dirty trick build). Rogues are the red headed stepchild of pathfinder tbh and I don't know why anyone would ever play one beyond RP reasons :(


Male Human Rogue 13 | 97/97 | AC 26/19/19 | F 8/R 16/W 7 | Init +7 | Perc +18/+22

:)

Just misunderstood.


Evil GM
Quiznab wrote:

Rogues are the red headed stepchild of pathfinder tbh and I don't know why anyone would ever play one beyond RP reasons :(

rogues were always the stepchild but have been some of my personal favorites to play.

Gerard - above - was a solid damage doing build.

The one thing I would say about building up a rogue is to not dump charisma stat so you can max out bluff, then pick up the improved feint, then greater improved feint line. That makes them less dependent on a flanking buddy.


Male Gnome Arcanist (occultist) 8 | HP 44/44 | AC 15 (19 w/Mage Armor) | +5 fort +6 ref +8 will | +9 init +8 perc | Resource Tracker

Thing is if I wanted to play a sneak I'd play an archeologist bard with eldritch heritage shadow, or an inquisitor and now a slayer.

Tis a shame since I've always loved scoundrels in fantasy literature. E.g. Locke Lamora.


Male Stats: Init +5, AC 31,FF 27, T 16 fort +11, Ref +10, Will +12, 84/84 HP, perception +16, CMD 30, 40 grapple, 40 trip

I'm playing a slayer in Mummy's Mask AP pbp. Heck I could give the link. We're all 6th level now. The game is a bit weird since the GM added some mythic because he likes to throw big stuff at us. The build is pretty solid (archer), but it will take some time to fully mature. Eventually it will be very powerful, but getting all the archery feats stacked up takes a while.


Male Human Warpriest 8, AC21/T10/FF21+2 if using Shield, HP74/74, F10/R4/W12, CMB+10/CMD+20, Perception +5
baldwin the merciful wrote:
Xavier Longsaddle wrote:

Awesome.

Xavier learned CORNUGON SMASH which means any opponent I hit with POWER ATTACK, I Intimidate as a free action with CORNUGON SMASH is flat footed because I took Shatter Defences with my Fighter Bonus Feat.

Sweet so if I Successfully pull the check off the target
1. Loses dex to AC
2. Can't AOO me
4. Is Demoralized (-2 Attack,Saves, Skills).

Normally fighters can do this by 6th level, The only reason Xavier can is He treats his char level as his BAB for his bonus feats.

Also got 2 3rd level slots, unless we have a specific enemy/environ my default is CHANNEL VIGOR and PRAYER.

Also gaine the Sacred Armor class ability.

** spoiler omitted **...

With special class abilities such as Sacred Armor you can start to see the divergence between the ACG and the core classes balance. For instance a level 7 cleric gets channel energy 4d6, 1+1 4th level spell. Clerics have dead levels with no bonus feats nor do they have a built-in quicken spell feat. Fighters get armor training at 7th level.

This type of creep through splat books is natural (it happened in 3.5) and the company has to make money which occurs by producing new material. That being said I'd like to see Paizo rebalanced the core classes so they remain playable. It's hard to unring the bell when these new classes emerge, but it is possible to rebalance some of the old even if it is providing something like bonus feats on those off levels.

See I am not sure I agree.

Compared to a fighter or Rogue or base monk, yes.

Clerics might be the ONLY class with a bunch of dead levels but they are still a 3/4 AB, 9th level caster class. I could point you to multiple threads that b!+ch that a straight cleric with the right domain is a better war priest than a Warpriest.

Compared to a Barbarian, Paladin or Ranger the Warpriest doesn't seem any better off. He has a different trick (super fast buffing) but I have made some really game breaking builds with the 3 core classes I just mentioned.
BBaldwin can attest to how good my Paladin in the Council of Theives game was and that build was actually powered down from what I originally had in mind.

A TWF Ranger+Tripper Wolf Buddy can tear up an encounter vs a favored enemy. (And once 3rd level spells come online that's EVERY encounter)

Barbarian's were the first class to get pounce and RAGE POWERS are way better than feats.

Paladin has a million hp, early access to some of the best cleric buffs in the game and saves so sigh they laugh at magic.

In any case it looks like the Fighter, Rogue and co ARE going to be re done in PATHFINDER UNCHAINED.


Evil GM

I haven't been paying attention to the new products coming out so I was not aware of the PF Unchained. That may be something worth considering.


Evil GM

I'll be out tonight so I won't be posting. Let me know what you are going to do with the wizard. I'll move it forward from there.


Female Elf Investigator 8 | 62/62 | AC 21/16/15 | CMD 22 | F 3/R 12/W 7 | Init +6 | Perc +17/+19 traps

In game thread, are you saying we didn't need to expend some of those consumables?


Evil GM

You had a night of peaceful rest and can recover HP naturally - you would still need to use consumable at the end of the encounter if you rest and leveling would not get you back to full health.


Evil GM

I'm going to be offline for a few hours.


Male Human Warpriest 8, AC21/T10/FF21+2 if using Shield, HP74/74, F10/R4/W12, CMB+10/CMD+20, Perception +5

If this was an AP Xavier would totally not be cool with letting the Orog go scott free. He follows the freakin Deity of Righteous Vengeance. He'd at least expect a punishment or term of servitude.

If you read Ragathiel's fluff, followers who take the feat Diefic Obedience have to kill a proven wrongdoer just to get the boons.

Xavier would probably field trial the Orog, take testimony from the villagers and execute him.

But I don't wanna bog down the story.
Baldwin?

A quick way would be to wait a day and prep a couple of BESTOW CURSE and permanently drop a -6 on his INT (no more casting for you. ) and on his CON (make him really frail)


Female Elf Investigator 8 | 62/62 | AC 21/16/15 | CMD 22 | F 3/R 12/W 7 | Init +6 | Perc +17/+19 traps

A bit zealous, but we're a mixed group of soldiers/mercs, not an inquisition. He's more useful as an asset.

Reminds me of early Paladin days.


Evil GM

The Orog has not other role in the this module and I really don't care what you do with in, it has not impact on your character in this one shot game.


Male Human Warpriest 8, AC21/T10/FF21+2 if using Shield, HP74/74, F10/R4/W12, CMB+10/CMD+20, Perception +5
Grenadel "Rena" Aeleanir wrote:

A bit zealous, but we're a mixed group of soldiers/mercs, not an inquisition. He's more useful as an asset.

Reminds me of early Paladin days.

I tend to think of PF to be similar to stuff like Game of Thrones.

Eddard Stack Chopped the head off a watch deserter, yet I would call him a good man.

Brutal world, but one where the Priest of a god of Vengeance would easily Justify killing a raider. In fact the villagers would love him for it.

But the orog can fade into the background. We are testing mechanics mostly with some RP.


Male Gnome Arcanist (occultist) 8 | HP 44/44 | AC 15 (19 w/Mage Armor) | +5 fort +6 ref +8 will | +9 init +8 perc | Resource Tracker

The only thing is I hope its somebody like Abercrombie rather than GRRM writing the plot ;)


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

I hope so, otherwise everyone would die of tetnus after getting nicked by a blade.


Male Human Ranger 1

back at home now so better posting this week,


Female Elf Investigator 8 | 62/62 | AC 21/16/15 | CMD 22 | F 3/R 12/W 7 | Init +6 | Perc +17/+19 traps

Just a reminder... we want to engage as early as possible if we have range. 120ft, with crossbow... more if willing to take range penalty.

Water is an issue.

Magic Missiles... not sure. But, use range to advantage.


Male Gnome Arcanist (occultist) 8 | HP 44/44 | AC 15 (19 w/Mage Armor) | +5 fort +6 ref +8 will | +9 init +8 perc | Resource Tracker

Yeah, I'll haste us when its time to attack. I suspect my usual crowd control spells will be useless under water, well maybe not loathesome veil.


Evil GM

Tracking the creature is under the water a bigger issue for everyone. It is deep enough and mucky enough to block vision until the point that I mentioned in the game thread.

There will be no suprise roudn but I'll roll out initiative now.


Male Stats: Init +5, AC 31,FF 27, T 16 fort +11, Ref +10, Will +12, 84/84 HP, perception +16, CMD 30, 40 grapple, 40 trip

The real problem is that most spells are controlled by line of effect, and the air/water interface acts as a barrier.


Male Gnome Arcanist (occultist) 8 | HP 44/44 | AC 15 (19 w/Mage Armor) | +5 fort +6 ref +8 will | +9 init +8 perc | Resource Tracker

It's kind of weird but I think Acid Jet exploit would work under water, RAW.

Acid Jet:
Acid Jet (Su): The arcanist can unleash a jet of acid by expending 1 point from her arcane reservoir and making a ranged touch attack against any one target within 30 feet. If the attack hits, it deals 1d6 points of acid damage + the arcanist's Charisma modifier, plus an additional 1d6 points of acid damage for every 2 levels beyond 1st (to a maximum of 10d6 at 19th level). The target is also sickened for 1d4 rounds. It can attempt a Fortitude saving throw to negate the sickened condition.


Male Stats: Init +5, AC 31,FF 27, T 16 fort +11, Ref +10, Will +12, 84/84 HP, perception +16, CMD 30, 40 grapple, 40 trip

I agree that it would RAW. Just don't let me think about the chemistry of it.


Female Elf Investigator 8 | 62/62 | AC 21/16/15 | CMD 22 | F 3/R 12/W 7 | Init +6 | Perc +17/+19 traps

A little about an Investigator's Inspiration ability...

They get 1/2 level (7/2=3) plus Int Bonus = 6pts

The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill.

Investigator Talent:

Underworld Inspiration (Ex): An investigator can use his inspiration on Bluff, Disable Device, Disguise, Intimidate, or Sleight of Hand checks without expending uses of inspiration, provided he's trained in the skill.

Also:

Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.


Female Elf Investigator 8 | 62/62 | AC 21/16/15 | CMD 22 | F 3/R 12/W 7 | Init +6 | Perc +17/+19 traps

@Bug - did you add +1 to Hit for Haste?


Male Stats: Init +5, AC 31,FF 27, T 16 fort +11, Ref +10, Will +12, 84/84 HP, perception +16, CMD 30, 40 grapple, 40 trip

Yes, I factored that in and added the attack. Though I did forget about the AC bonus, so I's actually AC 20 right now.


Male Gnome Arcanist (occultist) 8 | HP 44/44 | AC 15 (19 w/Mage Armor) | +5 fort +6 ref +8 will | +9 init +8 perc | Resource Tracker

I'm off on holiday from tomorrow till the 25th. I'm expecting to have wifi access, but my posting is likely to be slower than normal.


Male Stats: Init +5, AC 31,FF 27, T 16 fort +11, Ref +10, Will +12, 84/84 HP, perception +16, CMD 30, 40 grapple, 40 trip

nice long holiday, have fun


Male Human Warpriest 8, AC21/T10/FF21+2 if using Shield, HP74/74, F10/R4/W12, CMB+10/CMD+20, Perception +5

Online for a bit. ...


Male Gnome Arcanist (occultist) 8 | HP 44/44 | AC 15 (19 w/Mage Armor) | +5 fort +6 ref +8 will | +9 init +8 perc | Resource Tracker

So I have an idea for an illusion here, how about a tidal wave coming crashing in. I'd need to use either Minor Image or Major Image here for the sound and possibly thermal elements. I imagine it would cause the guards to freak out and flee, likely letting us enter easily.


Male Human Warpriest 8, AC21/T10/FF21+2 if using Shield, HP74/74, F10/R4/W12, CMB+10/CMD+20, Perception +5

Water+Plate Armor suckz


Female Elf Investigator 8 | 62/62 | AC 21/16/15 | CMD 22 | F 3/R 12/W 7 | Init +6 | Perc +17/+19 traps

Just a strip of water above us as we move... no? Silent Image or Minor Image?

Whatever you decide...


Female Elf Investigator 8 | 62/62 | AC 21/16/15 | CMD 22 | F 3/R 12/W 7 | Init +6 | Perc +17/+19 traps

Yo peeps... Am I the only one that can pass up a fight.


Female Elf Investigator 8 | 62/62 | AC 21/16/15 | CMD 22 | F 3/R 12/W 7 | Init +6 | Perc +17/+19 traps

You guys realize they are "atop the far wall"?

You guys realize the bottom of the doors are 10ft above water level?

And we only need a 10ft strip straight th through. From that height, they won't see us.

I think the three dimensional aspect is being lost and adding to the confusion.

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