DM Fflash's Shattered Star Campaign

Game Master DM Fflash

Chapter 4: Beyond the Doomsday Door
Windsong Abbey

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M Human Level 10 Fighter (Lore Warden) HP 121/121 AC 27 (30 Expertise) (+15 Perception; +4 Init; Fort +12, Ref +11, Will 7+2 vs fear) +2 vs transmutation)

Reviewing now. Here are my initial thoughts. I'd like to hear what others are thinking.

Psychic is a full caster that is somewhat like a sorcerer, at least in progression. Not sure I like the spell list though. Its just too foreign for me to evaluate it. Still, his prepared spells look good. A lot of work went into this build.

Wizard seems very vanilla; functional and predictable and useful, but vanilla. Was hoping to see some metamagic rods in his gear but did not. My personal preference is to never choose Universalist as I believe it well behind the power curve of other options and misses out on RP hooks of a specialist. Dragon, Faerie is a solid choice. Con 10 not so solid. Spell list is sort of jumbled and not in order by level or alphabetically which makes it more difficult to review.

Its refreshing to see a magus that is not a black blade. lol. This guy is a solid build but nothing too flashy. I was hoping to see a higher AC as we already have one glass cannon - me! But alas, his AC is lower than Relan's.

So, do we need another full caster or do we need more melee? That is what I am asking myself. An alchemist covers much of what an arcane caster can do, but not everything. Please share thoughts.


M Halfling Dual Cursed Life Oracle 10; AC 19, HP 106/106 , Fort +7, Ref +5, Will +8, Perception +12,
Tracked Resources:
Spells: 8/8 1st 0/8 2nd, 0/7 3rd 2/4 4th Ch: 2/8 (4d6)

So, I like the Magus, but I think we need a full caster, so I vote for the psychic or wizard. The Psychic is a more flavorful build and the player has a better post history, so the Psychic is my first choice. The psychic is a potent class and should serve us well.


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

I concur with everything Vuloo said.


M Human Level 10 Fighter (Lore Warden) HP 121/121 AC 27 (30 Expertise) (+15 Perception; +4 Init; Fort +12, Ref +11, Will 7+2 vs fear) +2 vs transmutation)

And I can find no fault with it. I too am curious about the psychic. I built one as my last PFS character but have not gotten the chance to play him much.

I'll need to find a way to improve my AC to continue to be the group's only melee character. Braelex, would you consider taking infusions so you could hand me an infusion of Barkskin once or twice a day? That is a lot of AC in a bottle. And infusions of Shield are great for short duration.

What are other ideas for improving AC. Relan can already fight with expertise.


The psychic it is.

You could take a heavier armor feat or up DeX.


M Human; Psychic 8 Loremaster 2 HP:78+16/78 | AC 19 T 12 FF 17| CMD??? | F+10 R+7+1 Monument W+8 | Int +6 Per +18

Hi, Gemel checking in.

First things first, I need to roll HP; 9d6.

Campaign Info wrote:

...Hit points are based on your HD.

...
d6: 1d4+2

HP Roll: 9d4 + 18 ⇒ (2, 3, 4, 1, 1, 3, 1, 4, 2) + 18 = 39


M Human; Psychic 8 Loremaster 2 HP:78+16/78 | AC 19 T 12 FF 17| CMD??? | F+10 R+7+1 Monument W+8 | Int +6 Per +18

Ok, HP out of the way, there are several points in the build that I had GM q's about.

1) Traits
Dm’s Call if he’s allowing the generic campaign traits from the APG. IF he's allowing the generics, I would take the generic campaign trait Favoured Son: Tavern Owner , flavored as having family connections to Magnimar's merchant houses that gets him better prices when he sells stuff.
Otherwise, Gemel will take the Ruin Raider campaign trait. Serpent Runner ( -1 ACP with breastplate) would be more powerful, but pretty hard to justify in the character background.

2. Spells
Not to sure you want to allow the following spell
Instigate Psychic Duel
It's flavorful, but it does mean a single hostile encounter pretty much ends. The both parties (myself and the target) "While locked in a psychic duel, the combatants’ physical bodies become unresponsive. They retain their positions, but they can take no actions and lose their Dexterity bonuses to Armor Class for the duration of the duel." Which means the rest of the party is free to beat on an unresisting opponent, and psychic duels tend to take many rounds, especially if one side is deliberately playing prevent defense...

3. Feats
I asked you about this, and you probably want to look at it:
Secret of Magical Discipline
It is very versatile and thus quite potent.

4. You need to take a peek at the equipment section of this alias and the uses I put symbol spells to.


M Human; Psychic 8 Loremaster 2 HP:78+16/78 | AC 19 T 12 FF 17| CMD??? | F+10 R+7+1 Monument W+8 | Int +6 Per +18

This is an illustration of the sort of versatility that Secrets of Magical Discipline can pull off.
I'm not doing this in character yet, because GM Fflash said crafting doesn't affect equipment cost.
Disclaimer aside:
Cast Ancestral Memory (problem " I want better armor that won't hinder me", pick up a hint ("A mithral Kikko has no ACP and is also light armor, no hindrance") and a +5 insight to all int based skill checks.
Use Secrets of Magical Discipline to pull Fabricate into a 5th level slot. Take the mithral chain shirt I purchased as equipment. The craft check is take 10 + 7 ( Int) + 5 (insight) = 22. Mithral Chain Shirt (1100 gp, 4 AC, 12.5 lbs) transforms into Mithral Kikko armor (4700 gp, 5 AC 12.5 lbs).
Alternative Scenario:
I need to get from Magnimar to Kaer Maga to meet the party. Can't teleport because I've never been to Kaer Maga.
Think a bit.
Use Secrets of Magical Discipline to pull Summon Genie into a 5th level slot. Summon a Djinni. Djinni casts Wind Walk, and off I go to Kaer Maga...


M Human; Psychic 8 Loremaster 2 HP:78+16/78 | AC 19 T 12 FF 17| CMD??? | F+10 R+7+1 Monument W+8 | Int +6 Per +18

More Q's
5) How much "downtime" is there in play? (For things like crafting.)
6) Should money be spent on things from the Ultimate campaign downtime rules (are we using them)?
7) I saw that you're using prestige point in the campaign info. Does Gemel start with any prestige points? (I am assuming the only organization allowed is the Pathfinder Society).
8)

Campaign Info, House rules wrote:

5) You can swap summons on your summon monster list (not add)

- Encounter a new monster and defeat it (personally or part of a party)
- Succeed at a Knowledge Check to know ALL it's abilities
-- Only one Knowledge Check allowed -- can be made at one of 2 times
-- First: immediately after the encounter
-- Or: Research later with books, experts etc. -4 penalty if you don't have the corpse, but you can then use circumstantial bonuses
- Once succeeded,we determine which summon monster list it falls under based on CR / special abilities etc
- Once added to the list, you must swap out another monster on the list. You can reset your list as part of memorizing spells.

Is anyone actually using this? It's potentially very, very strong.


M Human Level 10 Fighter (Lore Warden) HP 121/121 AC 27 (30 Expertise) (+15 Perception; +4 Init; Fort +12, Ref +11, Will 7+2 vs fear) +2 vs transmutation)

After reading Secret of Magical Discipline I do not agree that you can cast spells higher than you normally could. Its poorly written but it does state "You can cast any spell as if it were one of your prepared spells or spells known." to me that means you would have to have access to spells of that level. Even with this restriction is is one of the more powerful feats. I would also stay it takes a spell slot of the spell's level. Merely having access to any spell is huge.


M Human; Psychic 8 Loremaster 2 HP:78+16/78 | AC 19 T 12 FF 17| CMD??? | F+10 R+7+1 Monument W+8 | Int +6 Per +18
Relan* wrote:
After reading Secret of Magical Discipline I do not agree that you can cast spells higher than you normally could. Its poorly written but it does state "You can cast any spell as if it were one of your prepared spells or spells known." to me that means you would have to have access to spells of that level. Even with this restriction is is one of the more powerful feats. I would also stay it takes a spell slot of the spell's level. Merely having access to any spell is huge.

I agree with you within limits.

The feat lets you : Once per day, you can go into the books and find a spell that you have a appropriate level slot to cast, and cast it.

This can do things that look like casting a spell that's higher level than you have access to.

For example, Gemel has 5th level slots. He can go look at the Bard list, and cast a 5th level spell

Heroism, Greater
Source PRPG Core Rulebook pg. 295
School enchantment (compulsion) [mind-affecting]; Level arcanist 6, bard 5, psychic 6, skald 5, sorcerer 6, spiritualist 6, summoner 5, summoner (unchained) 6, witch 6, wizard 6

Normally greater heroism would be a 6th level spell for a psychic; in this example, he would be using a 5th level spell slot.


M Human Level 10 Fighter (Lore Warden) HP 121/121 AC 27 (30 Expertise) (+15 Perception; +4 Init; Fort +12, Ref +11, Will 7+2 vs fear) +2 vs transmutation)

Ah. I am with you.


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

That's a really poorly written feat... add it to a huge pile of them I'm surprised (less so nowadays) got past the editing stage.


Trait: No problem but it cant be Magnimaar. The trait was originally written for Sandpoint which has a sell cap. A similar sized town (Varisia based since this entire AP takes place there) is fine.

Secret of Magical Discipline: I will be restricting the feat. Once a day is a good limit, but any feat that is based on the player's knowledge of every splat book out there drives me nuts. While I get that's a little bit the intent of the spell to go out and hunt for things, the intent to break level barriers from other spell lists, I believe is wrong.

This book was dropped as Paizo was leaving 1st ed and transitioning to 2and ed. Its built around high level play and a sorta devil may care nature to it.

I dont have the book, so in general I dont allow things from books I dont have. If you wish to use the feat, you will be limited to the psychic spell list as originally written in Occult Adventures.

Psychic Duel: super fascinating concept. I'd limit it to psychically enabled / sensitive characters and since there are none in Shattered Star as Occult Adventures wasnt written, it will do you no good.

Summoning: I wrote that rule specifically for a summoner who hated the lists and to get him to feel like he had options. He never used it and then he left the game somewhere in Chapter 2. It's no longer valid. Ill remove it.

Downtime: there is quite a bit of downtime between chapters. There is no real time pressure in the campaign. Plenty of time for crafting. Not for setting up a business to make money though. Your income will be limited to what you find and sell or get rewarded. You will.meet the party during this downtime period they are entering once they return to Magnimaar.

I'm not using Ultimate campaign downtime rules.

Prestige? You can start with half what the lowest.player has right now. Everyone is a member of PFS, yes.

I'll look at your stats and gear (with symbols) over the weekend


M Human; Psychic 8 Loremaster 2 HP:78+16/78 | AC 19 T 12 FF 17| CMD??? | F+10 R+7+1 Monument W+8 | Int +6 Per +18
DM Fflash wrote:

Trait: No problem but it cant be Magnimaar. The trait was originally written for Sandpoint which has a sell cap. A similar sized town (Varisia based since this entire AP takes place there) is fine.

Secret of Magical Discipline: I will be restricting the feat. Once a day is a good limit, but any feat that is based on the player's knowledge of every splat book out there drives me nuts. While I get that's a little bit the intent of the spell to go out and hunt for things, the intent to break level barriers from other spell lists, I believe is wrong.

This book was dropped as Paizo was leaving 1st ed and transitioning to 2and ed. Its built around high level play and a sorta devil may care nature to it.

I dont have the book, so in general I dont allow things from books I dont have. If you wish to use the feat, you will be limited to the psychic spell list as originally written in Occult Adventures.

Psychic Duel: super fascinating concept. I'd limit it to psychically enabled / sensitive characters and since there are none in Shattered Star as Occult Adventures wasnt written, it will do you no good.

Summoning: I wrote that rule specifically for a summoner who hated the lists and to get him to feel like he had options. He never used it and then he left the game somewhere in Chapter 2. It's no longer valid. Ill remove it.

Downtime: there is quite a bit of downtime between chapters. There is no real time pressure in the campaign. Plenty of time for crafting. Not for setting up a business to make money though. Your income will be limited to what you find and sell or get rewarded. You will.meet the party during this downtime period they are entering once they return to Magnimaar.

I'm not using Ultimate campaign downtime rules.

Prestige? You can start with half what the lowest.player has right now. Everyone is a member of PFS, yes.

I'll look at your stats and gear (with symbols) over the weekend

Trait: A mechanical gold limit is fine; do you mind if I leave the flavor attached to Magnimar? Otherwise I have to find a background reason to attach Gemel to another town in Varisia... Looking it up in the Sandpoint, Light of the Lost Coast book gives a Base Value 1,300 gp; Purchase Limit 7,500 gp. I am not sure which of those you are suggesting we use as an upper limit for the trait (presumably including the +10%). ie (Assuming if we are using the 1300 gp), I am selling an item worth 2500gp. Without the trait I would get 1250 gp. With trait that would be 1250x1.1 = 1375gp, so I would get 1300 gp as the trait maximum.

Secret of Magical Discipline. Limit accepted...I agree that it gets kind of crazy otherwise.

Instigate Psychic Duel: Euphoric Cloud it is.

Everything else, acknowledged.

I will try to finish my equipment list this weekend.


It's actually the opposite. Purchase limit is 7500 so you can sell anything greater than that (i.e. that's the most money a vendor as to purchase an individual item). Base value has to do with what you can buy from the area ... 75% chance of having anything that value or less available for sale in the townn.

You want to use a particular sector/district of Magnimar? We can do that to keep your backstory, so with the purchase limit restriction and other bennies limited to that area of the city.


M Human; Psychic 8 Loremaster 2 HP:78+16/78 | AC 19 T 12 FF 17| CMD??? | F+10 R+7+1 Monument W+8 | Int +6 Per +18

District of Magnimar - Does the Silver Shore work?


Sure!


Need level up posts for the rest of you as well.


M Human Level 10 Fighter (Lore Warden) HP 121/121 AC 27 (30 Expertise) (+15 Perception; +4 Init; Fort +12, Ref +11, Will 7+2 vs fear) +2 vs transmutation)

Working on it.


Gemel, the alias pics have been fixed so you can add one now as you wish.


M Human Level 10 Fighter (Lore Warden) HP 121/121 AC 27 (30 Expertise) (+15 Perception; +4 Init; Fort +12, Ref +11, Will 7+2 vs fear) +2 vs transmutation)

After deliberation on how to level, I have decided to just stay Lore Warden at least until 11th level. I will pick up Medium Armor proficiency at level 10 though. Hoping I can upgrade my armor soonish.

Working on the update now.

HP at level 10: 1d10 + 1 ⇒ (10) + 1 = 11


M Human Level 10 Fighter (Lore Warden) HP 121/121 AC 27 (30 Expertise) (+15 Perception; +4 Init; Fort +12, Ref +11, Will 7+2 vs fear) +2 vs transmutation)

OK. I am leveled with the exception of maybe upgrading my armor to medium.


M Human; Psychic 8 Loremaster 2 HP:78+16/78 | AC 19 T 12 FF 17| CMD??? | F+10 R+7+1 Monument W+8 | Int +6 Per +18

Relan* are you getting medium armor proficiency as a feat? I'm not too sure I would do that? Instead I would look into special armor materials

There are some which makes armor count as 1 category lighter (for all purposes except proficiency), as well as offering significant ACP reductions.

As with the example I offered for Secret of Magical Discipline, Gemel can hand you a mithral breastplate 1 day after we find the mithral. Which should be pretty do-able in Magnimar (normal price of a mithral agile breastplate = 4400 gp; raw material for crafting = 1/3 price < 1500 gp). It would have an ACP of -1. If you are able to retrain your serpent runner trait to a breastplate, that would be an ACP of 0... and thus no need to spend a feat on medium armor proficiency.


Yeah, that'll work. 75% availability check on the material and then the craft check for masterwork.


M Human; Psychic 8 Loremaster 2 HP:78+16/78 | AC 19 T 12 FF 17| CMD??? | F+10 R+7+1 Monument W+8 | Int +6 Per +18

Hey Fflash, Q's about planar binding:

1) Do you object to calling templated creatures?
eg. Celestial (Template) Combat-trained Riding Gecko. (That's one of these.,
with this this attached, note the "can be summoned using spells such as summon monster and planar ally")

2) Moral objections. Do you consider it an alignment violation to force into service a) non-sentient beings, like the gecko above, or b) sentient beings, like say a Celestial Pegasus ?


M Human Level 10 Fighter (Lore Warden) HP 121/121 AC 27 (30 Expertise) (+15 Perception; +4 Init; Fort +12, Ref +11, Will 7+2 vs fear) +2 vs transmutation)
DM Fflash wrote:

Yeah, that'll work. 75% availability check on the material and then the craft check for masterwork.

Hmm. Could you go heavy that counts as medium? The difference between light and medium is only 2 points of AC.

Also, not sure how much we have in the way of funds right now. Does anyone know?


M Human; Psychic 8 Loremaster 2 HP:78+16/78 | AC 19 T 12 FF 17| CMD??? | F+10 R+7+1 Monument W+8 | Int +6 Per +18
Relan* wrote:
DM Fflash wrote:

Yeah, that'll work. 75% availability check on the material and then the craft check for masterwork.

Hmm. Could you go heavy that counts as medium? The difference between light and medium is only 2 points of AC.

Also, not sure how much we have in the way of funds right now. Does anyone know?

ACP would end up being painful - you can't avoid non-proficiency penalties by using special materials. Which applies the ACP to your to hit rolls. With ACP reduced to 0, as we could with a breastplate, this doesn't matter. With Heavy armor, the best we could reduce the ACP to would be a -2 (including your Serpent Runner trait). That's a significant to-hit penalty, which would also apply to all st & dex related checks. Further, because it would count a medium armor (reduced from heavy), your speed would drop to 20 ft. Finally, it would be significantly more expensive: medium armor made from mithral = +4000 gp; heavy armor made from mithral = +9000 gp.


M Human Level 10 Fighter (Lore Warden) HP 121/121 AC 27 (30 Expertise) (+15 Perception; +4 Init; Fort +12, Ref +11, Will 7+2 vs fear) +2 vs transmutation)

I follow. Maybe better to save for Celestial Armor. Hmm. Will have to wait and see what the fund situation is.


You haven't sold in a while. You thought about doing it in Kaer Maga after the Hanging Manse, but I don't believe you actually did.


Gemel:

1) If the template increases the CR, I'd say that's a corresponding increase to the HD limit (even if it doesn't increase HD). So no big deal if you're under the HD limit, but if you're up against it, no adding CR-increasing templates on top of it. EDIT: although, can you really specify a combat-riding trained animal? If you know a specific named one, perhaps, but you'd be summoning a celestial gecko ... dunno that there's a way to differentiate a trained one.

2) Non sentient, no (Animal Int or less). Sentient, force or compel without consent because they are trapped: Yes, that's an evil act. Make a mutual agreement on the terms after a binding and you intend to release if you can't come to an agreement ... I'd say that's within the range of a good conjuring.


M Human; Psychic 8 Loremaster 2 HP:78+16/78 | AC 19 T 12 FF 17| CMD??? | F+10 R+7+1 Monument W+8 | Int +6 Per +18

Ok Gemel's equipment list has been finalized in his profile.


Gemel: have reviewed your character. Couple questions:

You have more 4th and 5th level spells known chosen than you should have? Am I missing something that increases spells known somewhere? If I assume your Mnemonic Esoterica uses a 4th level spell, it takes care of that, but the 3 additional 5th level spells? Help.

You are short a 2nd level spell known.

You need to select 2 more bonus languages from your Headband.

Your skill adds are incorrect in a couple place. Mostly low. Spoiler below if it helps that has my calc'd numbers.

Your planchette usage has the potential to get really cheesy; however, since you're not overly abusing it and paying a reasonable price for the items, I'm good with your implementation since it adds character and uniqueness. If it gets overly munchkin, we'll revisit: i.e. don't be ridiculous and get me into a word smithing on rules as written and the paper won't come off at the wrong moment for long term exposure to a hostile environment/high humidity/paper-eating maggots.

Gemmel Stat:

]Of note, I don't have the Hermean Potential spell in my Hero lab so it's not on here. Most everything else is with the exception of your Do it all Knife, planchettes and regular gear

Gemel Valdemar
Male human loremaster 2/psychic 8 (Pathfinder RPG Occult Adventures 60)
CG Medium humanoid (human)
Init +2; Senses Perception +18
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex, +2 shield)
hp 78 (10d6+33)
Fort +8, Ref +7, Will +8; +2 racial bonus vs. illusions
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee cestus +4 (1d4-1/19-20) or
. . unarmed strike +4 (1d3-1 nonlethal)
Ranged light crossbow +7 (1d8/19-20)
Special Attacks phrenic amplifications (overpowering mind[OA], relentless casting[OA], will of the dead[OA]), phrenic pool (6 points)
Psychic Spell-Like Abilities (CL 10th; concentration +17)
. . 1/day—detect thoughts (DC 13)
Psychic Spells Known (CL 10th; concentration +17)
. . 5th (4/day)—mass debilitating pain (DC 22), etheric shards[OA] (DC 22), suffocation[APG] (DC 22), summon monster V
. . 4th (6/day)—ancestral memory[ISWG], confusion (DC 21), dimension door, telekinesis (DC 21)
. . 3rd (8/day)—contact other plane, debilitating pain (DC 20), dispel magic, haste, major image (DC 20)
. . 2nd (8/day)—euphoric cloud[ACG] (DC 19), false life, invisibility, mirror image, see invisibility, silence (DC 19)
. . 1st (8/day)—adhesive spittle[ACG] (DC 18), burst of adrenaline[OA], burst of insight[OA], heightened awareness[ACG], ill omen[APG], magic missile, murderous command[UM] (DC 18)
. . 0 (at will)—detect magic, detect psychic significance[OA], mage hand, mending, message, prestidigitation, read magic, sift[APG], stabilize
. . Psychic Discipline Rebirth
--------------------
Statistics
--------------------
Str 8, Dex 14, Con 14, Int 24, Wis 8, Cha 14
Base Atk +5; CMB +4; CMD 16
Feats - Custom Feat -, Craft Wondrous Item, Eldritch Heritage[UM], Persistent Spell[APG], Reach Spell[APG], Skill Focus (Knowledge [arcana]), Skill Focus (Perception), Toughness
Traits favored son/daughter - ameiko kaijitsu, resilient
Skills Acrobatics -1 (-5 to jump), Appraise +15, Bluff +15, Diplomacy +15, Knowledge (arcana) +31, Knowledge (dungeoneering) +16, Knowledge (engineering) +16, Knowledge (geography) +16, Knowledge (history) +16, Knowledge (local) +17, Knowledge (nature) +16, Knowledge (nobility) +16, Knowledge (planes) +25, Knowledge (religion) +16, Linguistics +14, Perception +18, Ride +6, Sense Motive +12, Spellcraft +20, Use Magic Device +15
Languages Abyssal, Azlanti, Celestial, Common, Draconic, Elven, Giant, Shoanti, Thassilonian, Varisian
SQ automatic writing (linguistics), gatefinder (perception), gatekeeper (knowledge [planes]), hypnotism (diplomacy), imposter-wary, lore, mnemonic esoterica, past-life memories, phrenology (knowledge [arcana]), prognostication (sense motive), psychometry (appraise), read aura (perception), resurgence, secret (secret health)
Combat Gear lesser extend metamagic rod, potion of touch of the sea; Other Gear mithral chain shirt, darkwood heavy wooden shield, cestus[APG], light crossbow, belt of physical might +2 (Dex, Con), cloak of resistance +2, handy haversack, headband of vast intelligence +4, sleeves of many garments[UE], 8,353 gp
--------------------
Special Abilities
--------------------
Automatic Writing (Linguistics, 1/week) You can produce mysterious writing that pertains to the immediate future.
Gatefinder (Perception) DC 20 Perception to find soulgates whose alignment is compatable with your own.
Gatekeeper (Knowledge [Planes]) Once you are aware of a soulgate, DC 30 Knowledge (planes) check to open it.
Hypnotism (Diplomacy, 1/day) Use power of suggestion to alter subject's mind or recover memories.
Imposter-Wary +2 racial bonus vs. illusions plus 1 free rank in Sense Motive per level
Lore +1 (Ex) Add + 1 to all knowledge skill checks.
Mnemonic Esoterica (Ex) By reaching into the recesses of your past lives, you gain knowledge beyond that of most psychics. Select a single additional spellcasting class. Once per day when you prepare your spells, you can add one spell from this class's spell list to your sp
Overpowering Mind (Ex) 2/4 pool: increase Will save DC of linked mind-affecting spell by +1/+2.
Past-Life Memories (Ex) You add a bonus equal to half your psychic level (minimum 1) to all Knowledge checks and can attempt all Knowledge skill checks untrained.
Persistent Spell Foes must succeed at 2 saves or suffer the spell's full effects.
Phrenic Pool (6/day) (Su) Pool of points you can use to modify psychic spells as they're cast.
Phrenology (Knowledge [Arcana], 1/day) Examine a creature's skull to learn it's psychological attributes.
Prognostication (Sense Motive, 1/day) You are skilled in means of folk divination.
Psychometry (Appraise, 1/day) Read the psychic impressions left on objects or in places.
Reach Spell You can cast a spell with a range of touch, close, or medium as one range category higher.
Read Aura (Perception, 1/day) Read the psychic impressions left on objects or in places.
Rebirth Your mind is forged from the most powerful memories of a multitude of lifetimes. You have fragmentary knowledge of your prior lives and can leverage the experience gained during these lifetimes into raw psychic power.

Phrenic Pool Ability:
Relentless Casting (Su) 1 pool: roll twice and take better result to overcome SR for linked spell.
Resurgence (1d8+8 hp) (Su) If reduced to 0 or lower hit points, spend 2 phrenic pool to regain hit points.
Will of the Dead (Su) 2 pool: overcome undead creature's immunity to mind-affecting effects for linked spell.


M Human; Psychic 8 Loremaster 2 HP:78+16/78 | AC 19 T 12 FF 17| CMD??? | F+10 R+7+1 Monument W+8 | Int +6 Per +18
DM Fflash wrote:

Gemel: have reviewed your character. Couple questions:

You have more 4th and 5th level spells known chosen than you should have? Am I missing something that increases spells known somewhere? If I assume your Mnemonic Esoterica uses a 4th level spell, it takes care of that, but the 3 additional 5th level spells? Help.

You are short a 2nd level spell known.

You need to select 2 more bonus languages from your Headband.

Your skill adds are incorrect in a couple place. Mostly low. Spoiler below if it helps that has my calc'd numbers.

Your planchette usage has the potential to get really cheesy; however, since you're not overly abusing it and paying a reasonable price for the items, I'm good with your implementation since it adds character and uniqueness. If it gets overly munchkin, we'll revisit: i.e. don't be ridiculous and get me into a word smithing on rules as written and the paper won't come off at the wrong moment for long term exposure to a hostile environment/high humidity/paper-eating maggots.

** spoiler omitted **...

Spells : the website is being a PITA and not displaying the OOC tags around the following spells " 4th level : Telekinesis, and 5th level : Mass Debilitating Pain, Suffocate, Etheric Shards; they are all on my consider for next level pickups list...will delete rather than argue tags with the website.

You are correct, I am short a 2nd level spell. I will think.

I didn't think you got bonus languages from a headband. You didn't have the headband at 1st level obviously, and it only says : "A headband of vast intelligence has one skill associated with it per +2 bonus it grants. After being worn for 24 hours, the headband grants a number of skill ranks in those skills equal to the wearer’s total Hit Dice. "

Will look at the skills.

I will try not to drive you to crazy with symbol spells.


M Human; Psychic 8 Loremaster 2 HP:78+16/78 | AC 19 T 12 FF 17| CMD??? | F+10 R+7+1 Monument W+8 | Int +6 Per +18

Things to note from your copy

1) 2 potions of resist fear should be under combat gear.
2) Do it All knife : my nickname for a Kunai (a simple weapon) made of cold Iron, with the sawback weapon modification.
3) Hermean Potential . Do you have a PathFinder Society switch in Herolab? It's not PFS legal.


M Human; Psychic 8 Loremaster 2 HP:78+16/78 | AC 19 T 12 FF 17| CMD??? | F+10 R+7+1 Monument W+8 | Int +6 Per +18

I also note that herolab's doing something weird with feats. The sheet you posted has "- Custom Feat -", but no Secret of Magical Discipline. It has also apparently given me credit for a feat I don't have, Planar Sensitivity, and is thus giving me the skill unlocks that Planar Sensitivity unleashes : Gatefinder and Gatekeeper.

Regarding Skills
I had forgotten the skill focus on K Arcana, thus 31 vs 25
I had forgotten the trait bonus on K Local, thus 17 vs 16

It is coming up with a +6 on ride vs a +9. 7 ranks +2 dex + 0 not a class skill = 9. I think there is a similar issue with calculated Acrobatics value. 0 ranks +2 Dex = 2, whereas herolab is saying -1 (-5 to jump). I think this is because it is figuring encumbrance.

Q did you put the non-magical equipment in there and not show it in the spoiler?


I added the Custom Feat because I don't have Chronicles of Legend for the Secret and I missing Hermean Potential because I don't have the PLayer Companion (Dragon something or another). Only note I had for the spell is it has a notable spell component.

Lemme check Planar Sensitivity and let me turn off encumbrance to help the skill checks. Good call.

I don't know a spell resist fear? I know remove fear and it's not potion legal given it has range, and the O-level resistance to fear. Help me with the source?

I just haven't added any of your mundane gear but your current gear isn't loaded into your haversack either. I'll turn off encumbrance and that should help. Gimme a couple minutes.


M Human; Psychic 8 Loremaster 2 HP:78+16/78 | AC 19 T 12 FF 17| CMD??? | F+10 R+7+1 Monument W+8 | Int +6 Per +18

I did the encumbrance math, and I am just over a light load...
12.5 chain shirt
5 shield
1 cestus
5 backpack
2 kunai
4 crossbow
2 crossbow bolts
31.5 lbs and a bit more for outside of backpack equipment. I may have to take steps.

The potions, sorry, it is remove fear, but why do you think that it's not potion legal?

"Brew Potion (Item Creation)

You can create magic potions.

Prerequisites: Caster level 3rd.

Benefit: You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. To brew a potion, you must use up raw materials costing one half this base price. See the magic item creation rules in Magic Items for more information.

When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell."

There's no no-ranged spell restriction, just the drinker is the target.


M Human; Psychic 8 Loremaster 2 HP:78+16/78 | AC 19 T 12 FF 17| CMD??? | F+10 R+7+1 Monument W+8 | Int +6 Per +18

I have chosen my last 2nd level spell : Suggestion


Turned off Occult skill unlocks and encumbrance.

Also, Headband of Vast Int was FAQ'd and the decision was yes to bonus languages. Link here

Check now:

Gemel:

Gemel Valdemar
Male human loremaster 2/psychic 8 (Pathfinder RPG Occult Adventures 60)
CG Medium humanoid (human)
Init +2; Senses Perception +18
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex, +2 shield)
hp 78 (10d6+33)
Fort +8, Ref +7, Will +8; +2 racial bonus vs. illusions
--------------------
Offense
--------------------
Speed 30 ft.
Melee cestus +4 (1d4-1/19-20) or
. . sawback sword cold iron dagger +4 (1d4-1/19-20) or
. . unarmed strike +4 (1d3-1 nonlethal)
Ranged light crossbow +7 (1d8/19-20)
Special Attacks phrenic amplifications (overpowering mind[OA], relentless casting[OA], will of the dead[OA]), phrenic pool (6 points)
Psychic Spell-Like Abilities (CL 10th; concentration +17)
. . 1/day—detect thoughts (DC 13)
Psychic Spells Known (CL 10th; concentration +17)
. . 5th (4/day)—summon monster V
. . 4th (6/day)—ancestral memory[ISWG], confusion (DC 21), confusion (DC 21), dimension door
. . 3rd (8/day)—contact other plane, debilitating pain (DC 20), dispel magic, haste, major image (DC 20)
. . 2nd (8/day)—euphoric cloud[ACG] (DC 19), false life, invisibility, mirror image, see invisibility, silence (DC 19), suggestion (DC 19)
. . 1st (8/day)—adhesive spittle[ACG] (DC 18), burst of adrenaline[OA], burst of insight[OA], heightened awareness[ACG], ill omen[APG], magic missile, murderous command[UM] (DC 18)
. . 0 (at will)—detect magic, detect psychic significance[OA], mage hand, mending, message, prestidigitation, read magic, sift[APG], stabilize
. . Psychic Discipline Rebirth
--------------------
Statistics
--------------------
Str 8, Dex 14, Con 14, Int 24, Wis 8, Cha 14
Base Atk +5; CMB +4; CMD 16
Feats - Custom Feat -, Craft Wondrous Item, Eldritch Heritage[UM], Persistent Spell[APG], Reach Spell[APG], Skill Focus (Knowledge [arcana]), Skill Focus (Perception), Toughness
Traits favored son/daughter - ameiko kaijitsu, resilient
Skills Appraise +15, Bluff +15, Diplomacy +15, Knowledge (arcana) +31, Knowledge (dungeoneering) +16, Knowledge (engineering) +16, Knowledge (geography) +16, Knowledge (history) +16, Knowledge (local) +17, Knowledge (nature) +16, Knowledge (nobility) +16, Knowledge (planes) +25, Knowledge (religion) +16, Linguistics +14, Perception +18, Ride +9, Sense Motive +12, Spellcraft +20, Use Magic Device +15
Languages Abyssal, Azlanti, Celestial, Common, Draconic, Elven, Giant, Shoanti, Thassilonian, Varisian
SQ imposter-wary, lore, mnemonic esoterica, past-life memories, resurgence, secret (secret health)
Combat Gear feather token (tree), lesser extend metamagic rod, potion of remove fear (2), potion of touch of the sea, snapleaf[UE]; Other Gear mithral chain shirt, darkwood heavy wooden shield, cestus[APG], light crossbow, sawback sword cold iron dagger, belt of physical might +2 (Dex, Con), cloak of resistance +2, handy haversack, headband of vast intelligence +4, sleeves of many garments[UE], bedroll, belt pouch, blanket[APG], chalk, cold weather outfit, flint and steel, hammock[UE], hemp rope (50 ft.), inkpen, mess kit[UE], shinobi shozoku, speed sheath[UW], speed sheath[UW], string or twine[APG], swarmsuit[APG], travelling formula book[UE], various planchettes (5 w/symbol of mirroring & 1 w/symbol of slowing) (worth 1,500 gp), waterskin, gem dust (worth 2,000 gp), various small gems (worth 2,000 gp), 1,480 gp, 9 sp, 8 cp
--------------------
Special Abilities
--------------------
Imposter-Wary +2 racial bonus vs. illusions plus 1 free rank in Sense Motive per level
Lore +1 (Ex) Add + 1 to all knowledge skill checks.
Mnemonic Esoterica (Ex) By reaching into the recesses of your past lives, you gain knowledge beyond that of most psychics. Select a single additional spellcasting class. Once per day when you prepare your spells, you can add one spell from this class's spell list to your sp
Overpowering Mind (Ex) 2/4 pool: increase Will save DC of linked mind-affecting spell by +1/+2.
Past-Life Memories (Ex) You add a bonus equal to half your psychic level (minimum 1) to all Knowledge checks and can attempt all Knowledge skill checks untrained.
Persistent Spell Foes must succeed at 2 saves or suffer the spell's full effects.
Phrenic Pool (6/day) (Su) Pool of points you can use to modify psychic spells as they're cast.
Reach Spell You can cast a spell with a range of touch, close, or medium as one range category higher.
Rebirth Your mind is forged from the most powerful memories of a multitude of lifetimes. You have fragmentary knowledge of your prior lives and can leverage the experience gained during these lifetimes into raw psychic power.

Phrenic Pool Ability:
Relentless Casting (Su) 1 pool: roll twice and take better result to overcome SR for linked spell.
Resurgence (1d8+8 hp) (Su) If reduced to 0 or lower hit points, spend 2 phrenic pool to regain hit points.
Will of the Dead (Su) 2 pool: overcome undead creature's immunity to mind-affecting effects for linked spell.

Double check again and if you want the file or the useable output, let me know and I'll get the text to you. Otherwise I'll keep it for my own use.


Gemel Valdemar wrote:


The potions, sorry, it is remove fear, but why do you think that it's not potion legal?

Yeah, you're right, potion of remove fear is even on the base list. Dunno why I thought that. Must be some holdover rule cross wired in my brain in that moment. But there are potions of heroism, enlarge person etc. Chalk me up to Telework fever.

Copy suggestion.


The rule is it can't be range "personal", so that's the one that got scrambled in my brain with ranged. Sorry - weird.


M Human; Psychic 8 Loremaster 2 HP:78+16/78 | AC 19 T 12 FF 17| CMD??? | F+10 R+7+1 Monument W+8 | Int +6 Per +18

I think we are pretty close on everything. Your version has about 1100 gold more left over (1580 vs 463). I also have to do the familiar from Eldritch heritage... I don't personally own hero lab, I just use a text editor (and a spreadsheet).


I didnt buy the mount stuff. Probably the difference. Let me add that in.


Give me the basics on the familiar and I can gonkulate out a stat sheet for it.

If you like the Hero Lab profile format, I can PM the output to you I think or email. Which reminds me, I need to invite you to the Roll20 site as well.


M Human; Psychic 8 Loremaster 2 HP:78+16/78 | AC 19 T 12 FF 17| CMD??? | F+10 R+7+1 Monument W+8 | Int +6 Per +18

Familiar Basics
8th level (2 levels below because of Eldritch Heritage)
Ioun Wyrd
If you decide to allow familiar archetypes, figment archetype


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

Level 10

Hit Points: 1d5 + 3 ⇒ (1) + 3 = 4 +1 favored class bonus

+ fluid form extract

+ Discovery: sticky bombs

+ Skills: Appraise, Craft (alchemy), Disable Device, Knowledge (arcana), Perception, Sleight of Hand, Spellcraft, Use Magic Device

**

I had an unspent feat leftover from 9th level. For some reason I though I needed to hold something for the golemcrafting, but I can't find that now. I'll take Rapid Reload.


Gemel Valdemar wrote:

Familiar Basics

8th level (2 levels below because of Eldritch Heritage)
Ioun Wyrd
If you decide to allow familiar archetypes, figment archetype

You will need to account for the cost of the construct and whatever ioun stone is powering it.


M Human; Psychic 8 Loremaster 2 HP:78+16/78 | AC 19 T 12 FF 17| CMD??? | F+10 R+7+1 Monument W+8 | Int +6 Per +18
DM Fflash wrote:
Gemel Valdemar wrote:

Familiar Basics

8th level (2 levels below because of Eldritch Heritage)
Ioun Wyrd
If you decide to allow familiar archetypes, figment archetype
You will need to account for the cost of the construct and whatever ioun stone is powering it.

Don't have the cash.

8th level
flying fox
figment


Female Azlanti Pureblood Alchemist (Trap Breaker)

I'm going to have to go back and scrub the posts for loot, etc. Give me a couple days.

Braelex plans to buy a few extract formulas, probably retrain a discovery, and build a clay golem. First and foremost, though, she needs to get an ioun stone for the shard.

Can we hold more than 1 shard? Are there any synergy bonus powers, etc?

Lastly, we need Nalar's shard before he departs...

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