Barmy in Sigil: A Planescape Campaign

Game Master Divinitus


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Welp, here's my submission.

Fluff and Design Philosophy:
Appearance

Initializing startup sequence. Please input commands.

...

Accepted. Execut- error. Null-value query - information does not exist in database. Running diagnostics.

Retrieving historical information. Error: Not Found.

Retrieving status update. Error: Not Found.

Retrieving identification. Unit Name: Eir.

Running diagnostics. Completed.

Report: Over 90% of non-hardwired information has been lost for reasons unknown. Activating contingency programming. Unit is to act independently until further instructions are given. Scanning functions.

Scan complete. Report: A majority of resources were devoted to the unit's intellectual capabilities, leaving it less capable than usual for physical tasks. Addendum: Unit's nanites are capable of producing a combat suit offering enhanced physical abilities, including significantly enhanced strength and improved defensive capabilities. In addition, the unit's nanites are capable of emitting force to manipulate physical objects. In addition, the unit's nanites are capable of replicating spell-based powers. Unit has been pre-loaded with several options, and subroutines will be able to generate new options over time.

Continuation of Report: Unit has also been equipped with sensory-manipulation technology of unknown origin. This technology is currently capable of producing holographic replicas of the unit, as well as venting to generate mist that can be used to hide. Analysis of this technology suggests latent capabilities - development is unknown.

End of reports. Now activating unit and shutting down all startup protocols.

For the first time, Eir opened her eyes. As she did so, her eyes rapidly adjusted themselves, changing the focus in her vision until it reached optimal clarity. She rose to her feet a moment later, scanning the terrain around her. For just a moment, she felt what could only be described as a sense of loss - then her lips slowly parted.

"Activating equipment." As she spoke, her skin briefly lit up, and her entire body was promptly covered by a mechanical suit directly interfaced with her brain. It provided what she lacked - and she looked at it for a few moments, quietly running diagnostics to ensure it was in working order.

Satisfied that it was, Eir set out - her databases had no knowledge of what lay ahead, nor what her purpose might be... but if she could be said to want anything at all, then she wanted to find out.

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Android (16 RP)
Flexible Bonus Feat (4 RP)
Total: 20 RP

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Design Philosophy:

Eir was created as a solid all-rounder type of character, reasonably proficient in a little bit of everything. I'm perfectly aware of how ridiculous tristalt characters can get, so rather than stacking things too heavily, I've tried to diversify. I have no intention whatsoever of doing things like using Teleport to warp straight to the end of dungeons or otherwise bypassing the stuff you're making.

Thematically, Eir is essentially the walking personification of Clarke's Third Law, and the answer to most questions is "nanomachines". For example, I'm treating her Eidolon as a 'suit' that she can form around her body, while many of her 'spells' are essentially programmed effects. There are no mechanical changes here, just heavy reflavoring.

Class Breakdown:
-Summoner (Synthesist): Eir's primary combat class. She is most deadly in melee range, where she uses her internal systems to land attacks with literally mechanical precision. Her primary weapons are the claws that her suit can generate on her hands and feet, but she's also capable of biting people or simply slamming them with a direct blow. Her suit is also a crutch of sorts - in addition to her offense, it forms most of her defense as well. While she's capable of creating temporary digital constructs (*Cough* Summoning *Cough*), I plan to only rarely use such tactics.
-Mesmerist: Eir does not actually understand her Mesmerist powers, as they're generated from a kind of 'Black Box' system that she has no access to or control over. It's quite possible it wasn't even a part of her body when she was first made. Regardless, it offers her a significant degree of control over illusions, covering everything from hypnotic suggestions to ways of faking her own death. She can also use these powers to support her allies, offering them various temporary boosts. Essentially, it's a [Defensive/Utility] class.
-Kineticist: The last of Eir's classes. This is sort of an [Offense/Utility] combination, mostly utility, because I'm not TRYING to totally shatter the math of the game. XD It gives her a couple of pot-shots to hit enemies at range with, plus some thematically-appropriate melee bonuses... but more importantly, it lets her do things like lift heavy objects and create semi-permanent force fields. XD

Because of her origins, many things are new for her - while her Knowledge skills represent a significant degree of information that's in storage, most of that isn't at the forefront of her mind - she has no idea how much she actually knows (she doesn't know what questions to ask, so her system doesn't give answers), but on a more basic level, she's meant to be a character who experiences things for the first time instead of going "meh, how many demigods are we killing today?". XD

Questions:
>You mentioned going Mythic. Can I trade 100,000 of my GP for a custom scaling item (obviously subject to your approval) to use as a Legendary Item? I'm kind of a huge fan of a character having an iconic item, so I figured I'd ask. XD
>Would you say that the Eidolon's Fast Healing works on its own HP, or just Eir's?
>Some stuff requires sleep, which is kind of weird for Androids. I suppose this isn't a question, exactly, but I plan for her to have a sort of standby/self-repair mode that functions much like sleep and allows for recovery of her abilities.

Crunch:
Eir
Female android mesmerist 14/summoner (synthesist) 14/telekineticist 14/tristalt 14
LN Medium humanoid (android)
Init +10; Senses darkvision 60 ft., low-light vision, see in darkness; Perception +25
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Defense
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AC 36, touch 14, flat-footed 32 (+4 Dex, +18 natural, +4 shield)
hp 154 (14d8+42); fast healing 2
Fort +20, Ref +21, Will +29 (+4 morale bonus vs. Enchantment spells and effects); +4 vs. mind-affecting, paralysis, poison, and stun
Defensive Abilities constructed; Immune disease, emotion, exhaustion, fatigue, fear, sleep
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Offense
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Speed 30 ft.
Melee bite +22 (1d6+16), 2 claws +22 (1d4+12), 2 claws +22 (1d4+12), slam +22 (1d8+12)
Special Attacks bold stares (allure[OA], disorientation[OA], psychic inception[OA]), hypnotic stare (-3), kinetic blast, manifold tricks (4 tricks), mental potency (+2), mesmerist tricks 13/day (compel alactrity, faked death, false flanker, fearsome guise, mask misery, mesmeric mirror, spectral smoke, vision of blood [DC 23]), metakinesis (empower, maximize, quicken), painful stare (+8 or +5d6)
Kineticist Spell-Like Abilities (CL 14th; concentration +20)
. . Constant—feather fall
Summoner Spell-Like Abilities (CL 14th; concentration +20)
. . 9/day—summon monster VII
Mesmerist Spells Known (CL 14th; concentration +20)
. . 5th (3/day)—psychic asylum[OA], psychic surgery[OA], shadow evocation (DC 21)
. . 4th (5/day)—break enchantment, freedom of movement, greater invisibility, restoration
. . 3rd (5/day)—adjustable disguise[ACG], analyze aura[OA], dispel magic, see invisibility, terrible remorse[UM] (DC 19)
. . 2nd (7/day)—apport object[OA] (DC 19), glitterdust (DC 19), invisibility, lesser restoration, silence (DC 18), tongues
. . 1st (7/day)—comprehend languages, grease, obscuring mist, undetectable alignment (DC 17), vanish[APG] (DC 17), vocal alteration[UM] (DC 17)
. . 0 (at will)—detect poison, ghost sound (DC 16), light, message, open/close (DC 16), prestidigitation
Summoner (Synthesist) Spells Known (CL 14th; concentration +20)
. . 5th (3/day)—banishment (DC 21), plane shift (DC 22), greater teleport
. . 4th (5/day)—greater evolution surge[APG] (DC 20), instant restoration, lift (DC 20), communal tongues[UC]
. . 3rd (5/day)—black tentacles, dimension door, dimensional anchor, wall of fire, wall of ice (DC 19)
. . 2nd (7/day)—communal ant haul[UC], barkskin, detect thoughts (DC 18), lesser evolution surge[APG] (DC 18), haste, slow (DC 18)
. . 1st (7/day)—expeditious retreat, identify, mage armor, protection from evil, lesser rejuvenate eidolon[APG], unseen servant
. . 0 (at will)—arcane mark, detect magic, guidance, mage hand, mending, read magic
Kineticist Wild Talents Known
. . Defense—force ward
. . Infusions—extended range, foe throw (DC 21), kinetic fist, magnetic infusion, snake, torrent (DC 21)
. . Blasts—aetheric boost (), electric blast (7d6+1 electricity), telekinetic blast (7d6+10)
. . Utility—air cushion, basic aerokinesis, basic telekinesis, kinetic cover, kinetic healer, telekinetic haul, telekinetic maneuvers, touchsight, reactive, wings of air

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Statistics
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Str 26, Dex 18, Con 17, Int 23, Wis 23, Cha 23
Base Atk +10; CMB +18; CMD 32
Feats Arcane Strike, Augment Summoning, Combat Stamina, Craft Wondrous Item, Dimensional Agility[UC], Dimensional Assault[UC], Extend Spell, Extra Evolution[UM], Extra Evolution[UM], Extra Evolution[UM], Hammer The Gap[UC], Improved Initiative, Intense Pain[OA], Power Attack, Spell Focus (conjuration)
Traits alien origins (silver mount), reactionary
Skills Acrobatics +9, Appraise +13, Bluff +26 (+28 on opposed Bluff checks), Diplomacy +19 (+21 to use the hypnotism skill unlock), Disguise +16, Escape Artist +12, Fly +21, Heal +10, Intimidate +12, Knowledge (arcana) +14, Knowledge (dungeoneering) +14, Knowledge (engineering) +14, Knowledge (geography) +14, Knowledge (history) +14, Knowledge (local) +14, Knowledge (nature) +14, Knowledge (nobility) +14, Knowledge (planes) +14, Knowledge (religion) +14, Linguistics +17, Perception +25, Perform (oratory) +23, Perform (sing) +23, Sense Motive +12, Sleight of Hand +10, Spellcraft +23, Stealth +17, Survival +8, Swim +12, Use Magic Device +23; Racial Modifiers +2 Perception, -4 Sense Motive
Languages Abyssal, Aklo, Aquan, Auran, Celestial, Common, Daemonic, Draconic, Dwarven, Elven, Ignan, Infernal, Protean, Sylvan, Terran
SQ arcane strike, burn (4 points/round, max 6), consummate liar +7, devotion, elemental overflow +4, emotionless, exceptional senses, expanded element (air), fused eidolon, fused link, glib lie (DC 29), hammer the gap, improved evasion, improved initiative, infusion specialization 4, internal buffer 2, life bond, maker's jump, nanite surge, no breath, power attack, shielded meld, supercharge, touch treatment 9/day (Greater, Break Enchantment)
Other Gear amulet of mighty fists +4, bag of holding iv, belt of physical might +4 (Str, Con), cloak of resistance +4, headband of mental superiority +4, ring of sustenance, backpack, bedroll, belt pouch, entertainer's outfit, flint and steel, hypnotist's locket[OA], ink, inkpen, pot, stationery[UE], torch (10), trail rations (5), waterskin, 100,465 gp
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Special Abilities
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Aetheric Boost (Sp) Level 7; Burn 2
Air Cushion (Sp) Constantly under the effects of feather fall.
Alien Origins (Silver Mount) +2 on opposed Bluff checks due to your inscrutable mannerisms.
Allure (Su) Hypnotic stare penalty applies on initiative checks and Perception checks..
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Arcane Strike [Combat Trick] Increase duration of Arcane Strike by 1 round per stamina point spent.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Burn 4/round (14 nonlethal/burn, 6/day) Burn HP to gain greater effects on your wild talents.
Constructed (Ex) Counts as both humanoids and constructs for effects that target type.
Consummate Liar +7 Counts as Combat Expertise for some feats.
Darkvision (60 feet) You can see in the dark (black and white only).
Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.
Dimensional Agility May take any additional actions remaining after using dimension door or abundant step
Dimensional Assault May use dimension door or abundant step as part of a charge action
Disorientation (Su) Hypnotic stare penalty applies on attack rolls.
Electric Blast (Sp) Level 7; Burn 0
Elemental Overflow (Ex) Gain a bonus to hit and damage with your blast when you use burn.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Extended Range Kinetic blast has range of 120ft.
Fast Healing 2 (Ex) Heal damage every round unless you are killed.
Foe Throw (DC 21) Throw a creature if it fails its save.
Fused Eidolon A synthesist summons the essence of a powerful outsider to meld with his own being. The synthesist wears the eidolon like translucent, living armor. The eidolon mimics all of the synthesist's movements, and the synthesist perceives through the eidolo
Fused Link (Su) Starting at 1st level, the synthesist forms a close bond with his eidolon. Whenever the temporary hit points from his eidolon would be reduced to 0, the summoner can, as a free action, sacrifice any number of his own hit points and prevent that much damage.
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
Glib Lie (DC 29) (Su) You are protected from truth-telling magic; CL check to compel truth or detect your lies.
Greater Shielded Meld (Ex) At 4th level, whenever the synthesist is fused with his eidolon, he gains a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws. This ability replaces shield ally. This improves at higher levels.
Hammer the Gap With a full-attack action, each hit against the same opponent deals extra damage
Hammer the Gap [Combat Trick] 5 stamina points to increase extra damage by 1 per consecutive hit.
Hypnotic Stare (-3, 30 feet) (Su) As swift action, target creature takes penalty on Will saves.
Immunity to Disease You are immune to diseases.
Immunity to Emotion (Ex) You are immune to all emotion effects.
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Fear (Ex) You are immune to all fear effects.
Immunity to Sleep You are immune to sleep effects.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Improved Initiative [Combat Trick] 10 stamina points to use 20 as the rolled result.
Infusion Specialization 4 (Ex) Reduce burn cost of blasts with infusions by 4
Internal Buffer 2 (Su) Store burn for use later
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Kinetic Cover (Sp) A wall for one face of a square within 30 ft appears.
Kinetic Fist (2d6 blast damage) Your natural and unarmed attacks do extra damage.
Kinetic Healer (Sp) Heal others equal to your blast damage
Life Bond (Su) Damage that drops you below 1 hp is taken by the Eidolon.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Magic/Aligned Attacks (Ex) Your natural attacks are magic and share your alignment.
Magnetic Infusion Blast makes target magnetic, meaning metal weapons are at +4 to hit them
Maker's Jump (2/day) (Sp) At 6th level, whenever the synthesist is fused with his eidolon, the synthesist can cast dimension door as a spell-like ability using his caster level. This ability only affects the fused synthesist and eidolon. The synthesist can use this abi
Mental Potency (+2) (Ex) Increase HD limit and total HD of enchantment or illusion spells by 1.
Mesmerist Tricks (240 feet, 13/day) (Su) Implant hypnotic bond with allies. granting edge vs. foes.
Metakinesis (1 burn: Empower, 2 burn: Maximize, 3 burn: Quicken) (Su) By accepting burn you affect your kinetic blast as if using a metamagic ability.
Nanite Surge +17 (1/day) (Ex) Bonus to any one d20 roll. Glow like a torch for 1 round when used.
No Breath (Ex) The monster doesn't breathe and is immune to effects that require breathing.
Painful Stare (+8 or +5d6) (Su) 1/round, target of hyp. stare takes extra damage from attack.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Power Attack [Combat Trick] 2 stamina points to use Power Attack only until end of turn, instead of the start of the next turn.
Psychic Inception (Su) Hypnotic stare can affect creatures that are mindless or immune to mind-affecting effects.
Ring of sustenance Immune to hunger and thirst, and only sleep two hours a night.
See in Darkness See perfectly in darkness of any kind, including magical darkness.
Snake Blast can bend around corners.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Summon Monster VII (9/day) (Sp) Standard action summon lasts minutes, but only 1 active at a time and can't use with eidolon.
Supercharge (Su) Increase effectiveness of gather power by 1.
Telekinetic Blast (Sp) Level 7; Burn 0
Telekinetic Haul (Sp) Move an object that weighs up to 100 lbs. per kineticist level.
Telekinetic Maneuvers (Sp) Do combat maneuvers using you Con to determine your CMB..
Torrent (DC 21) Blast becomes a 30' line
Touch Treatment (Greater, Break Enchantment, 9/day) (Su) Remove certain conditions from creature touched.
Touchsight, Reactive (Su) Not denied your Dex if the attack comes from within 30'
Wings of Air (Sp) You are constantly under the effects of fly.


Okay guys, today is probably the last day that that I will be putting up substantial posts until December 26th or 27th, due to the holidays coming up very soon.

Rednal, not too sure on the estimate, given that Christmas/other winter holidays has a way of putting a wrench into people's estimated plans on the messageboards, but I was looking at only leaving the INTEREST portion open until the 26th or 27th. From then, everyone who has posted has another week or so to work out their characters. Also, yes, this is indeed a blast from the past, in more ways than one! EoS's basic plot and hyper-powerful enemies, plus Planescape? Pure nostalgia. Also, what setting does Eir come from? Or was she made in Sigil, which is not a stretch of the imagination at all? You can message me her background, if you would like.

Gyrfalcon, considering that it fits the level requirement if one were to turn Alchemist into a 9-level caster class, then yes. My only ruling with this is that some potions with substantial effects cannot have this applied to them. Thus, if the party encounters an elixir that someone has identified as permanently boosting someone's stats, it cannot be 'double-dipped'.

Oyzar, trust me, templates do not mess with balance overmuch, especially since I can flat out refuse or GM alter a template. Most are not problematic in the long-run. And when PCs will eventually face things like, for example, a Corrupter Pseudonatural Paragon Sylvanshee Ninja19/Dimensional Warrior19/Fighter19 with 7 mythic ranks (Roughly equating to a CR around 40, with 7 mythic ranks,), I don't think that it's too much of an issue. The multiverse can handle it. Also, no fractional BAB/saves. Fractional stats are mainly used when multiclassing is one's sole way of experiencing other classes. Tristalt solves that problem and allows stats to be handled pretty well.

Ashe, did you get my message? I confirmed that you could and that the idea would best be served if you were from Spelljammer's Wildspace setting. And The Force Within was pretty amazing to me. It definitely sets up a new series!

Josh.Ingle, as this campaign is sort of a trip down nostalgia lane, I would prefer if the setting was D&D specific, including the characters. Do you need help figuring out the setting? Archaeologists are DEFINITELY a thing on Eberron, where explorers go into the mysterious continent of Xendrik, as well as Ravenloft, where explorers from the Core (Basically the 'primary' continent, which is sort of like Europe,) delve into the tombs of Pharoahs in Har'akir and Sebua.


I did not get you PM, I think I have decided not to go vampire though as I think I want to use morale effects. I'm still playing with the idea but I do like spelljammer even though it has been years since playing in it. Thanks for the answer and Merry Christmas to all.


Your android looks great, Rednal, but tiny thing.

Combat Stamina, and the Stamina system itself, has been banned by the GM.
Not sure what you're looking to use it for, but it's not legal.


*Checks the thread*

Ah, you're right. ^^ I'll edit that out at some point, then.

EDIT: Swapped Combat Stamina for Improved Arcane Strike.

@GM: I haven't completely decided yet, but I'm thinking that either Mechanus or someplace influenced by it actually built Eir... and possibly got a bit upset when she went missing. XD She's a hideously advanced piece of machinery, after all - definitely more complex than you'd find on your average world. She might've woken up in Sigil, which gives plenty of opportunity to tie in any plot threads you'd like to use.


So when exactly does recruitment end? Because this has got my interests. Very. Very fast. And I would LOVE to be allowed to make a character for this!

In fact, I have a PERFECT build in mind already...


Fury of the Tempest, see below.

I wrote:
Rednal, not too sure on the estimate, given that Christmas/other winter holidays has a way of putting a wrench into people's estimated plans on the messageboards, but I was looking at only leaving the INTEREST portion open until the 26th or 27th. From then, everyone who has posted has another week or so to work out their characters.


With Rednal going for Synethsist instead of templates I don't really feel as bad. That class is kind of a scaling template in itself. I do love the class and I've made several synthesists myself over the years. I'll just disintegrate my bad conscience until such a point I'm told that my character is too over the top. Eventually I will need an expanded bestiary to look at because summoning Adamantine Golems and Jaberwocks won't always be able to put a dent into the kind of enemies you describe(Though I do believe I've found a way for "summoning" to be relevant at this level, which is kinda cool in itself). No point to delve into that yet though. For now I will focus on the fluff of my character and fill out the remaining mechanical abilities. If someone knows anything about Inuit-like cultures on Faerun I would be happy to recive a link/pm/reply about that.

@GM: I wish you would reconsider banning Combat Stamina. It seems like quite a lot of people actually would like to use it. It certainly doesn't bring balance to the martial/caster imbalance, but it does give martials a bag of cool tricks which can help them a tiny bit on the way. I do understand the wish to limit complexity, but as long as people actually list which combat tricks they get on their sheet it shouldn't be that bad.

@Rednal: Just a couple suggestions, I hope you don't mind. Does spirit summoner work with synethsist? That archtype would allow you to replace your ability to bring forth temporary constructs (as you say you won't use it much), with a wide variety of subroutines capable of affecting both enemies and allies. There are also several ways to replace sleep, Awaken From Stasis at least shortens it down to a 2 hour period, which could be fitting for Eir.


Well, that answers that.

I'll get to work on the mechanics of my character right away!


Due to several people inquiring about Combat Stamina and a few impassioned pleas for it, I will allow it. HOWEVER, as I am not as familiar with that system as I would like, I want those who will use it to DIRECTLY COPY descriptions from the SRD and put it in their character sheet regarding those abilities. I believe that is a fair accomodation.


GM,

If you have a moment could you take a look at my backstory and character crunch bellow it for any issues or suggestions? The information is in my profile.


He did say he would be busy until the 26th/27th so he might not have the time to read over it yet ;). Are there any things about your character you are particularly unsure of maybe the rest of the thread can help you? I don't see any calculations on your profile. It would be a lot easier to read things if you included that. It seems like you only have half of the allowed feats. For crunch it might be a good idea to look through a few of the entries between CR 14 to 20 and see what your character could do against each of them. If you find that he's easily able to handle most of them or at least meaningfully contribute then you are probably fine on powerlevel. If you find that you are unable to do much of anything to any of them you might be a bit on the weak side.


So, whilst the Harbringer has been officially released and is on a PDF, what about the stuff from Path of War Expanded that doesn't have a PDF? I want to play the Ambush Hunter Ranger from Path of War Expanded archetypes, but that's only available in a google doc.


Fury of the Tempest wrote:
So, whilst the Harbringer has been officially released and is on a PDF, what about the stuff from Path of War Expanded that doesn't have a PDF? I want to play the Ambush Hunter Ranger from Path of War Expanded archetypes, but that's only available in a google doc.

Given the leniency on material so far I'm going to assume even the playtest material from Path of War Expanded is allowed, it is after all available online, though I guess it never hurts to ask :p.


Hence why I'm asking to make sure. I'm pretty sure it is allowed, but I wanna make certain. Also hoping that the stuff from the System and Use is open as well, just as the FCB's and extra options...


OKay, I have run into a problem;

as you know the plan is to combine shield champion and kensai to use a shield as his main weapon, so kensai's chosen weapon would be shield. Th problem is that kensai get the canny defense ability, which with shield as the chosen weapon reads:

Quote:

Canny Defense (Ex)

When wearing light or no armor and not using a shield, a [kensai] adds 1 point of Intelligence bonus (if any) per [kensai] class level as a dodge bonus to her Armor Class while wielding a [shield].

I have paraphrased a little, and highlighted the relevant sections. Is there any way round this? I don't really want to restart this character having got his far. Kensai abilities are just perfect for a bodyguard and shield champion also fits the theme, as well as being cool.


Khutula del Rheklor, it looks solid to me, both fluff-wise and crunch-wise, although I did not delve a lot into the crunch, just giving it a look-over to see if there was anything blatantly out of place, so to speak.

Fury of the Tempest, that is fine.

Gavmania, as the shield IS your weapon, I think it would work. Most people use a shield for defense, not offense, so you are okay. This was just to keep people from having awesome weapon+shield+good class AC.


A suggestion, if I may?

Give everybody until the 3rd for INTEREST, and then a more hard deadline for official recruitment after that.

PS,

Yes, I realize this is recruitment and not interest check, but the suggestion still stands, due to both Christmas and thus New Years falling on the weekend this year, lots of people might go away for the entire time, or at least both the weekends.


Whew. That is good news. My character is coming along very nicely then!

Anyway. If I make myself a Fey-Creature Fortune-Blessed Human, how many levels will I take off due to the templates? And I get an extra 11 RP to play around with yes? (Creating Races say humans are a 9 RP race)

Also. Suggestions as to what Favoured Terrian I should take for my Ranger? And can I use the Malestorm shield as a light shield?


GM That Barmy Cutter wrote:


Gavmania, as the shield IS your weapon, I think it would work. Most people use a shield for defense, not offense, so you are okay. This was just to keep people from having awesome weapon+shield+good class AC.

I hoped you'd say that, though I feel honour bound to point out that with the correct feats (which I will be getting) I can use the shield for both offense and defense, which would indeed give me the awesome weapon+shield+good class AC. Having said that, I don't think it would be much higher than a Fighter in Full plate with a shield (except I would get full DEX bonus). Maybe I should build it, then we'll see what the AC is and discuss whether it is too overpowered?


True enough, Monkeygod. I believe that will work.

Gavmania, you are ONLY using the shield as a weapon though, right? As in using an einhander-style approach to combat (Weapon in one hand, nothing in the other,)?


He's using it as his only weapon, but it still provides a shield bonus to AC, is what he means.

Then again...he can just cast Shield anyway.


There are way more broken things you can do than using a shield for a weapon... Even if he was twfing and using a weapon (not going to work too well with a magus though) there are ways to get int to AC without going through as many hoops as a kensai have to (dervish defender warder for example). Sure his style does have some benefits (using same gold for offense and defense for example), but none of them are gamebreaking.


oyzar wrote:
There are way more broken things you can do than using a shield for a weapon... Even if he was twfing and using a weapon (not going to work too well with a magus though) there are ways to get int to AC without going through as many hoops as a kensai have to (dervish defender warder for example). Sure his style does have some benefits (using same gold for offense and defense for example), but none of them are gamebreaking.

Anytime you are justifying a change in a ruling with 3pp material perhaps you should reexamine? The fact that many 3pp publishers don't think through the effects of abilities and put appropriate riders on them is pretty established.


GM That Barmy Cutter wrote:
Gavmania, you are ONLY using the shield as a weapon though, right? As in using an einhander-style approach to combat (Weapon in one hand, nothing in the other,)?

Yes, though with improved shield bash I keep my shield bonus to AC while bashing. Also I have improved unarmed strike so while I do not have another weapon in my other hand, it does count as a weapon in it's own right. And I can use brawlers flurry with either (or both), as well as spellstrike, I think.

On the other hand, I believe I will need the high AC as my HP aren't too exciting and I will be building to draw a lot of flak from intelligent opponents. With aid another, I think I will be able to add 10 to an adjacent allies AC, and I can do it up to 4 times a round (once as a swift action, once as a move action, once as astandard action and once as an Attack of Opportunity), though if I did that, I wouldn't get an attack in, so I would most likely do it twice (once as a swift action and once as an Attack of Opportunity via the Bodyguard feat). That's still approx. +20 to an adjacent allies AC, making them virtually impossible to hit

@rynjin: As for casting shield...I get +2 AC bonus for using a shield (from feats), +2 For the Shield itself (if it's a heavy shield) and any enhancement bonuses the shield has, which I can use my arcane pool to enhance (it is my kensai weapon and enhancements count for both offense and defense), which will outweigh a shield spell any day, not to mention it doesn't take time to cast, doesn't use a spell slot and is 'always on'. It's a no-brainer that I wouldn't need the shield spell if I am allowed to use my shield for defense.


I'm going to be riding around on a T-Rex and Slaughtering my opponents with Feints and Strikes.

I do have a question on top of my questions above however. If I use Monstrous Physique/Beast Shape on my animal companion. Would it still keep the abilities of its base form? That's how those infusions work, right?


No, actually.

I've been researching polymorph effects, since I'm going for a devil that transforms into just snakes (Serpent Shaman), and you actually lose all Supernatural and Extraordinary abilities of your previous form, and gain what you get from the spells.


@Fury of the Tempest - This is how a spell of the polymorph subschool works (from the magic chapter):

Polymorph:
a polymorph spell transforms your physical body to take on the shape of another creature. While these spells make you appear to be the creature, granting you a +10 bonus on Disguise skill checks, they do not grant you all of the abilities and powers of the creature. Each polymorph spell allows you to assume the form of a creature of a specific type, granting you a number of bonuses to your ability scores and a bonus to your natural armor. In addition, each polymorph spell can grant you a number of other benefits, including movement types, resistances, and senses. If the form you choose grants these benefits, or a greater ability of the same type, you gain the listed benefit. If the form grants a lesser ability of the same type, you gain the lesser ability instead. Your base speed changes to match that of the form you assume. If the form grants a swim or burrow speed, you maintain the ability to breathe if you are swimming or burrowing. The DC for any of these abilities equals your DC for the polymorph spell used to change you into that form.

In addition to these benefits, you gain any of the natural attacks of the base creature, including proficiency in those attacks. These attacks are based on your base attack bonus, modified by your Strength or Dexterity as appropriate, and use your Strength modifier for determining damage bonuses.

If a polymorph spell causes you to change size, apply the size modifiers appropriately, changing your armor class, attack bonus, Combat Maneuver Bonus, and Stealth skill modifiers. Your ability scores are not modified by this change unless noted by the spell.

Unless otherwise noted, polymorph spells cannot be used to change into specific individuals. Although many of the fine details can be controlled, your appearance is always that of a generic member of that creature's type. Polymorph spells cannot be used to assume the form of a creature with a template or an advanced version of a creature.

When you cast a polymorph spell that changes you into a creature of the animal, dragon, elemental, magical beast, plant, or vermin type, all of your gear melds into your body. Items that provide constant bonuses and do not need to be activated continue to function while melded in this way (with the exception of armor and shield bonuses, which cease to function). Items that require activation cannot be used while you maintain that form. While in such a form, you cannot cast any spells that require material components (unless you have the Eschew Materials or Natural Spell feat), and can only cast spells with somatic or verbal components if the form you choose has the capability to make such movements or speak, such as a dragon. Other polymorph spells might be subject to this restriction as well, if they change you into a form that is unlike your original form (subject to GM discretion). If your new form does not cause your equipment to meld into your form, the equipment resizes to match your new size.

While under the effects of a polymorph spell, you lose all extraordinary and supernatural abilities that depend on your original form (such as keen senses, scent, and darkvision), as well as any natural attacks and movement types possessed by your original form. You also lose any class features that depend upon form, but those that allow you to add features (such as sorcerers that can grow claws) still function. While most of these should be obvious, the GM is the final arbiter of what abilities depend on form and are lost when a new form is assumed. Your new form might restore a number of these abilities if they are possessed by the new form.

You can only be affected by one polymorph spell at a time. If a new polymorph spell is cast on you (or you activate a polymorph effect, such as wild shape), you can decide whether or not to allow it to affect you, taking the place of the old spell. In addition, other spells that change your size have no effect on you while you are under the effects of a polymorph spell.

If a polymorph spell is cast on a creature that is smaller than Small or larger than Medium, first adjust its ability scores to one of these two sizes using the following table before applying the bonuses granted by the polymorph spell. (see Table: Ability Adjustments from Size Changes)

The most relevant part here:

Paragraph 6 wrote:
While under the effects of a polymorph spell, you lose all extraordinary and supernatural abilities that depend on your original form (such as keen senses, scent, and darkvision), as well as any natural attacks and movement types possessed by your original form. You also lose any class features that depend upon form, but those that allow you to add features (such as sorcerers that can grow claws) still function. While most of these should be obvious, the GM is the final arbiter of what abilities depend on form and are lost when a new form is assumed. Your new form might restore a number of these abilities if they are possessed by the new form.

So no, you usually don't get to keep the nice stuff from your base form : /


So basically what bigrig107 said (which does make polymorph a bit less attractive for the more 'off the wall' characters :P)


Planar Wildshape (for the Fiendish template to my shapes), will help with that.

Edit: it doesn't help with those spells, though.


... Considering I chose my animal companion for his Powerful Bite, I suppose I won't be going that route. Oh well. I'll just have to ride around on my MOTHERFLIPPING T-REX


OKay, if my calculations are correct, I will have a basic AC of 42 (10base+9DEX+10INT+1Luck+5Shield+4Armor+3Deflection). If I use my Mutagen, it rises to 46 (+2 to DEX Bonus and +2Natural),If he boosts his shield from his arcane pool, he can add another 4 (+4 to enhancement) making it 50; then there are spells and he has DR/adamantine 7 and SR 25 from being augmented.

Will that be too powerful?


Okie doke, my new character is from Eberron. Mystic Fist Monk (Soulknife/PsyWar/Mystic). Was tricked into making a deal with the Traveler to 'Find opponents worthy of his skills" and was transported across planes to Sigil, and is unable to return to Eberron for the foreseeable future.


Build update - I think I'll shunt my Harbinger levels down to 8 so they fit on the 'monstrous' side of the build.

That means I have ample space to fit in 14 levels of hmm say White-Haired Witch for some hairy (huehue) action!

Or rather, I think I'll go for 7 levels of that mixed with 7 levels of Arcane Savant (the pfsrd d20 name) just for some more utility : )

Edit: 8/6 is probably a nicer distribution. I'll go with that : )


Oops, I forgot +3Dodge bonus from my augmentations, so basic AC 45, boosts to 49 and then 53.


What year are we in?


Here's the bones of my character build. Still need to buy some scrolls and such, pick my spells, build my undead companion(s) and write my background paragraph. (This is Cartmanbeck)


So... is gaining +15 attack and +8 damage when your flanking someone considering overpowered? How about if you have an animal companion and Pack Flanking, and you normally fight riding said companion?


Rynjin here. Finished with build, I think. Still need gear and skills, though some skills are locked by my Disciplines. Not that I'm complaining, they're all good skills.

Went with Dragonborn for race, because dragons are cool.

Question for the GM: Do Psonic characters get 0th level Powers? Technically that's an alternate rule, so I figured I'd ask.

And how are we doing HP?


Would sneak attack and studied strike stack?

Obviously, two instances of sneak attack(or smite, or whatever) would definitely not. However, SS is A) a different ability by name and 2) functions entirely differently than SA.

OtOH, if they do stack(and I am honestly unsure if they should or not), thas a lot of extra damage.

Not that I would be opposed to such, lol.


I believe he said max HP per HD, Rynjin.

And I'm pretty sure they do stack, if you fulfill both sets of prerequisites, Monkeygod. Like you said, they're two different abilities.

As for my character, Alka'ahtor, I've got most of the framework done.
Just gotta do skills, select a base set of Druid spells prepared, alter his inquistitor spell selections a bit, and put everything up in his alias.


I just finally got my general idea together.

Artificer 14
Dread Necromancer 14
Something 11 / Iron Lich CR +2 (takes up 3 levels)

Not sure on that "Something 11", thinking maybe Aegis for some sweet armor-related stuff and better BAB. I could go Warder or some other Initiator class, but I am not sure I want to keep track of Spells, Infusions, AND maneuvers.

Basically I want the character to be a walking necromantic Eldritch Machine. Gonna have something like +20 natural armor, plus regular armor. However, as a result his Touch AC is probably gonna be in the dumps.

Might throw LE Paladin on there for CHA to saves, because I am gonna need it for sure. Unless some other class or feat gives CHA to saves? Anyone know?


@Fury of Tempest: Remember that the enemies will have same, if not higher AC than us. We will after all face stronger enemies than any one of us, if not it won't be even remotely challening/fun. I believe numbers like that will be necesarry for a martial character. Hit bonuses does get diminishing returns though, after you have more + to hit than enemy AC adding extra hit bonuses doesn't actually do anything. I have a 4th level character in another tristalt game that can sometimes get up to +26 to hit, that's not too much for that leve at least.

@Monkeygod: Similar point as above, what is too much damage? There will likely be encounters where we will face several enemies well above our own stats/CR. You need a lot of damage to get through all the HP in a reasonable time. Also a relevant question, enemies at this level can easily have improved uncanny dodge, all round vision, blindsight and trueseeing, how do you plan to sneak against such abilities? Those are all available at much lower level than we will be.

@Combine 5 levels of Branded oracle with 2 of mesmerist and 3 of Warlord (Steelfist Commando) and you also get cha to all saves I believe. Though mesmerist kind of require immunity to fear to not lose it easily. The easiest by far is to get paladin or Antipaladin. Paladin has to be LN or good, so LE would mean Antipaladin.

I'm wondering if I should make my character the daughter of Selune.


Outsider Type wrote:
Due to their varied nature, outsiders also receive 4 additional class skills determined by the creature's theme.

What four are these?

Do I just use four skills that the outsider I choose has ranks/high bonuses in?

I'm thinking Linguistics, Sleight of Hand, UMD, and Knowledge (local), as those, plus Appraise, Know (engineering), and Know (nobility), are the only ones that aren't class skills for me.


@bigrig107 - Ahhh the wonders of outsiders. Typically their stat-block will tell you, after a bit of reverse engineering :P
________________________

I figured I'd post my application alias again to give access to the new updates. The crunchy stuff is almost done barring spell selection and a few more items & skills.

The fluff has yet to move foreward too much, but I at least stole a name from a previous character of mine^^


Ughhhh, I was hoping to avoid doing the math.

I think I'll assume the Bone Devil gets Diplomacy, Fly, Intimidate, and Spellcraft, seeing as how those are the only other skills listed outside the class skills all outsiders get.

KInd of disappointing, as I already had all of those from other classes, but eh. It happens.


I think that is how it is generally supposed to work. But since it isn't really iron clad anywhere I supposed it is easy to make the case for 'oh this Bone Devil has another set'.

If you ask Divinitus nicely :P


I think I'll keep to the theme of the original skills.

I don't really need them as class skills, there's no need to go to those lengths.


Eidolons do get to chose, so it seems reasonable that you get to chose as well since you do get to customize ability scores as well.

I'll switch from Selune to Sashelas, he seems to be liable to have plenty of mortal offspring. He's an elven god though, but it's not too weird that he might have met other races too, especially one of exceptional beauty. I am planning on picking up all four level of legendary beauty for my character after all.


I'll wait on his Divinitus' word before I assume anything.

What about SR from our base creatures that is obviously SR equal to CR + 11?
Do we use our new HD, or do we keep the base creatures'?\

What languages will be common during gameplay? I have four from Linguistics I haven't chosen because I wasn't sure what would be useful.

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