Dance of Light and Shadow, Way of the Wicked

Game Master Red Velvet Tiger


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Praetorix wrote:
Speaking of, who will have darkvision or see in darkness? If it's not a majority, I may have to cut down on the darkness I use, which would mean I have to make some build changes.

I believe I took the extract for it. And at our level it lasts 10 hrs so apply once and good all day. Also, evil characters. Use all the darkness you want, with all the abilities each character has we will probably outclass most fights even if we step on people's toes. I plan to use lots of stink bombs and fight within them. I should be able to make myself mostly immune and get fog sight with a few items.


Your stink bombs require fortitude saves, right? I'll be immune to them!

See, I figured it was easier to ask ahead of time, as I don't want to be the reason party cohesion breaks apart.
Didn't really account for various spells/extracts/class abilities when I was originally thinking.


Praetorix wrote:
Speaking of, who will have darkvision or see in darkness? If it's not a majority, I may have to cut down on the darkness I use, which would mean I have to make some build changes.

I have low-light naturally and can easily get darkvision for an extended time. No see in darkness.


Praetorix wrote:

Speaking of, who will have darkvision or see in darkness? If it's not a majority, I may have to cut down on the darkness I use, which would mean I have to make some build changes.

Say hello to Darkvision! ... Odd, that I'm one of the few not taking a template here.


Then again, darkvision doesn't help against magical darkness right? Even for the caster unless specified.

Dark Archive

Creatures with Darkvision can see normally in magical darkness... the only exception is when a spell creates an area of supernaturally darkness...

Example, Darkness spell lowers the light level by one, to a maximum of 'darkness', so darkvision works normally. Deeper Darkness spell lowers the light level by two, to a maximum of supernaturally darkness, thus if cast on an area of dim-light or darkness (non-magical) it becomes supernaturally dark!


When I first started playing Pathfinder it took me a while to wrap my head around the fact that there was an actual difference between magical darkness and supernatural darkness.


I didn't read the whole thread, so apologies if this question has been answered.

Are there going to be plot changes? One of the big issues with Way of the Wicked is it gets super railroady towards the end, and in really dumb ways sometimes.

I'm interested either way, just wondering.


Will playing this darkness-based character cause too much trouble?

I just really, really love the idea of a completely insane Groteus-touched ghoul serial killer that stalks around in the shadows and gives his insanity to other people.

Dark Archive

Gannak is cool with it, but just keep in mind that some enemies might be more prepared to fight in the darkness than we are! Aside from the darkvision, Gannak's scent ability and the Scent of Fear feat will also make sure he is well prepared for fights in the dark.


Well, with the Clouded Vision curse, and the halfling's favored class bonus (+1/2 to curse), I've managed to give him darkvision 60, blindsense 30, and blindsight 15.
So, beyond having See In Darkness, not many people can be more prepared than I am.

Although he will be outright insane, I believe he'll recognize you as "allies", and not try to screw you guys over, unless you stop him from taking the occasional meal.


is this still open? if so I was thinking of an occultist/spiritualist or occultist/kineticist


Man, I am having some hard times with being feat starved.

There's still so many feats I want to take, and so little space to do so, even with the bonus feats!


Did you ever decide on what your ruling on my dread ghoul paralysis would be?


I'm missing at least half a dozen feats for my build. It really hurts to pay feats simply to be able to use the hair with various other classes (1 for magus 2 for monk and 2 feat tax to enter the Bladecaster PrC). As for sight, gonna start out with lowlight vision, but at level 13 I'll pick up the cursed razor stance granting blindsight, though I probably won't use that unless I have to.


I am going to submit my occultist/Investigator. He will be a skill/support character. By support I mean he will provide excellent secondary melee, and arcane casting, highly intelligent, provide easy item identification, and almost always be useful. Also comes with good scouting potential


Gestalt can be really feat-intensive. Generally each class has a couple feats that are must-buys. If you need a feat-intensive trick on style on top of that, yeah, you'll find even with the bonus feat it's going to be tight.


There are a few classes that function well on very few feats. Combining them in Gestalt makes for some incredibly fun and flexible characters.

Low-Feat classes: Barbarian, Warpriest, Ranger, Witch, Paladin, Oracle, Cleric, Skald.

Also, Brawler is the magic key to any feat-intensive Martial Gestalt. Come up with a one-class concept you like. Add Brawler. You'll never run out of tricks and options. Investigator/Brawler with Traits for Stealth and Intimidate is how you make Batman.


My main problem was wanting the Ghoul feats (Cuvilized Ghoulishness, Warren Digger, Sleeper, and Old as Dust), a reliable way to get sneak attacks (so, the Nightmare Weaver chain plus Shatter Defenses), Quicken Spell, and all the revelations I wanted (still had to cut out Brain Drain until next level, unfortunately. So many good revelations for Dark Tapestry!)

I also had to give up Eschew Materials, so we better find a spell component pouch quickly, or else I'm gonna have to use just my special abilities.
Which wouldn't be too bad, it's just. Spells. Ya know?

Edit: still working on a few combat statistics, spells, and skills. And I gotta revise his backstory to fit his new flavor.


That is one long hangover.

Dark Archive

Praetorix wrote:

My main problem was wanting the Ghoul feats (Cuvilized Ghoulishness, Warren Digger, Sleeper, and Old as Dust), a reliable way to get sneak attacks (so, the Nightmare Weaver chain plus Shatter Defenses), Quicken Spell, and all the revelations I wanted (still had to cut out Brain Drain until next level, unfortunately. So many good revelations for Dark Tapestry!)

I also had to give up Eschew Materials, so we better find a spell component pouch quickly, or else I'm gonna have to use just my special abilities.
Which wouldn't be too bad, it's just. Spells. Ya know?

Edit: still working on a few combat statistics, spells, and skills. And I gotta revise his backstory to fit his new flavor.

If both you and Gannak are selected, you could cut a couple of feats, since he will also focus on intimidation/demoralize and it actually doesn't matter from where the fear are coming, right?


I also have Intimidation, Dazzling Display and Shatter Defenses. I am just fighting a -4 for being smaller than most targets.


I saw Path of War was available. What about the Playtest material?

I kinda want to play like a zen Mystic.


Hmm. I don't think I'd actually cut any, as none of them are solely Intimidate-focused.
I just wouldn't have to pick up Cornugon Smash at 11th, instead going for something else.

Edit: although, if I dropped Nightmare Fist/Weaver, that'd let me take Slayer to 7th and pick up some other things. Hmmm...I'll have to think.

My Intimidate most likely won't be better than a lot of yours (besides having the shaken cruelty), but I still want to be able to sometimes have it work, and rely on those of you with higher Intimidates and Cornugon Smash to get that stuff rolling.
I intend on going more sneaky, terror-scary than big and strong scary. And a lot of debuffs, what with my mystery spells plus Gift of Madness plus just regular oracle spells.

Anyway, Aura of Doom plus my Aura of Cowardice is pretty cool.


would you allow http:timethief?

If not I'd go with a oracle(wind)/magus with some diabolist prc thrown in for good measure.


Here is the crunch for my character, I changed him to a occultist/kinetisict(Aether/earth)

I am still debating on if I will be staying Occultist though I probably will even though its not the strongest, it lets me tie my story into mundane items which is fun. Background is coming along.

Statistics for Variel:
Male Half Occultist10/kineticist 10
Special stat boosts: BaB, HD
N Medium Humanoid (human)
Init +5(7); Senses:Low light vision, darkvision, see invisibility Perception +20
------------------------------
DEFENSE
------------------------------
AC: 15(17) touch 15(17), flat-footed 10 (+0 armor, +5(7) dex, +0shield,+0 NA,+0 Magic)
hp: 170 {+1d10,+6Con+1}
Fort: +14, {+7Base,+6Con+1}
Ref: +9(11) {+3Base,+5(7)Dex+ 1}
Will: +10,{+7Base,+1Wis+1 trait+1} +2 vs enchantment
CMD: 25
------------------------------
OFFENSE
------------------------------
Speed: 30 ft.
CMB 0
Base Atk: +10
Melee:+0{+0Base,+0Str}
Ranged:+3{+10Base,+5(7)Dex}
Mental Focus: 18
--Melee: +10

--Ranged:+15
Kinetic Blast: +16(+18)
Damage: 5d6+11

------------------------------
STATISTICS
------------------------------
Str: 10 , Dex: 20(24), Con: 22, Int: 16, Wis: 12, Cha: 10

------------------------
Traits: Indomitable Will, Consorting with dark powers, Trap Finder
---------------
Drawbacks: N/A
----------------
Alt. Race Traits:
-------------
Feats:
1- PBS, precise shot
3- Extra mental focus
5- Weapons focus (kinetic blast), extend spell
7- Extra mental focus
9- Deadly aim
10- Toughness
----------------

--------------
Skills 10/lvl
-----------
Acrobatics: 7
Perception: 10
Sense Motive: 10
Stealth: 10
Disable Device: 10
Disguise: 7
Sleight of Hand: 8
Bluff: 7
Know. Local: 5
Know. History: 5
Know. Religion: 5
Know. Arcana: 5
Know. Planes: 5
Know. Nature: 5
Linguistics: 5
UMD: 7
Fly: 5
Appraise: 1
Survival: 4
ACP -0

*ACP applies to these skills
Non-Standard Skill Bonuses

Languages Common, dwarven, halfling, Orc, giant

Special Abilities:

------------------------------
SPECIAL/CLASS ABILITIES AND SPELLS
------------------------------
Infusions:

Bowling Infusion:

Element(s) aether or earth; Type substance infusion; Level 2; Burn 2
Associated Blasts earth, magma, metal, mud, telekinetic
Saving Throw none

You bowl your foes over with the sheer mass of your kinetic blast.

Attempt a trip combat maneuver check against each target damaged by your infused blast, using your Constitution modifier instead of your Strength modifier to determine your Combat Maneuver Bonus.

Extended Range:

Element(s) universal; Type form infusion; Level 1; Burn 1
Associated Blasts any
Saving Throw none

Your kinetic blast can strike any target within 120 feet.
Foe Throw:

Element(s) aether; Type form infusion; Level 3; Burn 2
Associated Blasts telekinetic
Saving Throw Fort negates; see text

Your telekinetic blast can throw a Large or smaller creature instead of an unattended object; you can increase the burn cost by 1 to affect a creature of a larger size. If the creature you attempt to throw succeeds at a Fortitude save, it negates the blast entirely.

Otherwise, if your blast hits, both the thrown creature and the target take the full amount of damage from your telekinetic blast, and the thrown creature falls prone in the last unoccupied space along its path. If your blast misses, the thrown creature can choose to occupy any space within 30 feet of the target, it doesn't fall prone, and it takes half the normal amount of damage from your blast. The movement doesn't provoke attacks of opportunity.

Entangling Infusion:

Element(s) earth or water; Type substance infusion; Level 2; Burn 2
Associated Blasts blizzard, cold, earth, ice, magma, metal, mud, sandstorm
Saving Throw Reflex negates

Your kinetic blast surrounds your foes in elemental matter.

Whenever a blast with this infusion deals damage to a foe, that foe becomes entangled for 1 minute. The foe can remove this condition as a standard action with a successful Escape Artist or Strength check (with the same DC as for saves against your kinetic blast) or by dealing an amount of damage to the entangling matter equal to double your kineticist level (the matter has hardness 0).

If the foe was already entangled by this infusion and fails its save against a second instance of this infusion, the increased amount of elemental matter fuses to the ground, causing the foe to be rooted in place as though anchored to an immobile object.

Flurry Of Blasts:

Element(s) universal; Type form infusion; Level 3; Burn 2
Prerequisite(s) extended range
Associated Blasts any
Saving Throw none

Instead of a single kinetic blast, you shoot two kinetic blasts at targets within 120 feet that each deal damage as if your kineticist level were 1st (effects or abilities that increase your kinetic blast's damage don't apply). At 10th level, you can shoot three blasts with flurry of blasts; this increases to four blasts at 16th level and to five blasts at 20th level. If you are under the effect of haste or similar magic that increases your number of attacks in a full-attack action, the number of kinetic blasts in your flurry of blasts increases by 1.

No two targets can be more than 30 feet apart. You must assign the targets of all your blasts before rolling any of the attacks. Any blast beyond the first that hits the same target adds 1d6 points of damage; bonuses and penalties to damage don't apply. If you are using a substance infusion that requires a saving throw, a target attempts its save only once (even if it was hit multiple times), but it takes a penalty on the save equal to the number of times it was hit beyond the first. If you are using a substance infusion that requires a caster level check or combat maneuver check, you roll the check only once against each target, but you gain a bonus on the check equal to the number of times that target was hit beyond the first. If you are using the pushing substance infusion, the maximum distance of the push increases by 5 feet for each time the target was hit beyond the first.

Utility Wild Powers:

Basic Telekinesis:

Element(s) aether; Type utility (Sp); Level 1; Burn 0

This ability is similar to mage hand, except you can move an object that weighs up to 5 pounds per 2 kineticist levels you possess (minimum 5 pounds), and you can move magical objects. Additionally, you can create a container of entwined strands of aether in order to hold liquids or piles of small objects of the same weight. You can dip the container to pick up or drop a liquid as a move action. If you possess the extended range wild talent, you can increase the range of basic telekinesis to medium range and increase the rate of movement to 30 feet per round, and if you possess the extreme range wild talent, You can increase the range of basic telekinesis to long range and increase the rate of movement to 60 feet per round. You can also use your basic telekinesis to duplicate the effects of the open/close cantrip.

Self-Telekinesis:

Element(s) aether; Type utility (Sp); Level 3; Burn 0

You use your telekinetic abilities to move yourself. Otherwise, this wild talent functions like flame jet.

Self-Telekinesis, Greater:

Element(s) aether; Type utility (Sp); Level 5; Burn 0
Prerequisite(s) self-telekinesis

You have greater control over yourself telekinesis. Otherwise, this wild talent functions like greater flame jet.

Telekinetic Finesse:

Element(s) aether; Type utility (Sp); Level 1; Burn 0

You can perform any sort of fine manipulation you choose within close range, including attempting Sleight of Hand and Disable Device checks.

Telekinetic Haul:

Element(s) aether; Type utility (Sp); Level 2; Burn 0
Prerequisite(s) basic telekinesis

When using basic telekinesis, you can move an object that weighs up to 100 pounds per kineticist level you possess. When using your telekinetic blast, you can throw an object weighing up to 100 pounds per kineticist level you possess, but this doesn't increase the damage. If you accept 1 point of burn, the maximum weight increases to 1,000 pounds per kineticist level you possess and the duration increases to 1 minute per kineticist level you possess.

Telekinetic Invisibility: Burn 0

You weave strands of aether, bending light and dampening sound; This works as invisibility except that the aetheric bending is easier to notice than normal invisibility, so your bonus on Stealth checks is halved (+10 while moving and +20 while perfectly still).

However, the dampened sound allows you to avoid automatic detection via sound-based blindsense and blindsight, but you do not receive the bonus on Stealth checks from this wild talent against a creature with such abilities.

Expanded Defense:

Element(s) universal; Type utility (Su); Level 4; Burn —

Choose an element you selected with expanded element. You gain that element's defense wild talent. You can take this wild talent multiple times, choosing a different element each time.

Implements:
Evocation(Gloves), Transmutation(Belt)-7, Divination(googles)-9, Abjuration(cloak)-2, Illusion(ring)-1

Implement Powers:

Loci Sentry (Sp):

As a standard action, you can expend 1 point of mental focus to set a ward about an area. This area has a maximum radius of 10 feet + 5 feet per occultist level you possess. Whenever a creature enters the area, a sentry manifested by your psyche appears and strikes out at the intruder. The affected creature must succeed at a Will save or be dazed for 1 round. You are immediately aware of the sentry's activation. The sentry lasts for up to 1 hour per occultist level you possess, or until triggered.

When you set the sentry, you can set any number of specific creatures to be immune to the sentry and thus avoid triggering it.

Cloak Image (Sp):

As a standard action, you can expend 1 point of mental focus to hide your appearance behind an illusion, as disguise self. The effect lasts for 1 minute per occultist level you possess. At 5th level, you can instead expend 2 points of mental focus to appear as a creature of a different type, but you must remain the same size. At 7th level, you can expend 1 additional point of mental focus to target a willing creature other than yourself with this ability.

Mind Eye (Sp):

As a standard action, you can expend 1 point of mental focus to create a mind eye—a magical sensor through which you can see and hear. The mind eye is invisible and its size is Fine, giving it an AC of 18. Any amount of damage to the eye destroys it, but it can be harmed by only spells or magic weapons. The eye moves with a fly speed of 60 feet with perfect maneuverability and can travel up to 1 mile away from you. You must concentrate as a standard action to direct the eye and receive sensory images through it. The mind eye sees as your eyes see, including any additional senses you possess (such as darkvision or see invisibility). The mind eye lasts for 1 minute per occultist level you possess. You must be at least 5th level to select this focus power.

Quickness (Sp)

As a standard action, you can expend 1 point of mental focus to grant supernatural quickness and reflexes to yourself or a willing living creature you touch.

This functions as haste, but the bonus to AC and on Reflex saving throws increases to +2. This effect lasts for 1 round per occultist level you possess. You must be at least 5th level to select this focus power.

Mind Over Gravity (Sp)

As a standard action, you can expend 1 point of mental focus to give yourself a fly speed of 60 feet with perfect maneuverability. This effect lasts for 1 minute per occultist level you possess. You must be at least 7th level to select this focus power.

Spells:
Spells/day: 1st: 6/day, 2nd: 5/day, 3rd 3/day, 4th: 2/day
Spells known:

1st-
Burning Hands
Vanish
Shield
Magic Weapon
Heightened awareness

2nd-
Obscure Object
Locate Object
Warp Wood
Darkness
Mirror Image

3rd
Dispel Magic
Arcane Sight
Fireball
Haste
Major Image

4th
Mind Probe
Greater Invisibility
Treasure stitching
Life Bubble
Scrying

Gear/Possessions:

------------------------------
GEAR/POSSESSIONS
------------------------------

Arms and Armor:

Misc:
Magical items:
Magical Consumables:

Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 0 lb.

Money 3 GP 29 SP 0 CP


Here is an updated version. I think everything is in order.

Statistics for Variel :
Male Half Occultist10/kineticist 10
Special stat boosts: BaB, HD
N Medium Humanoid (human)
Init +5; Senses:Low light vision, darkvision, see invisibility Perception +20
------------------------------
DEFENSE
------------------------------
AC: 15(17) touch 15(17), flat-footed 10 (+0 armor, +5(7) dex, +0shield,+0 NA,+0 Magic)
hp: 170 {+1d10,+6Con+1}
Fort: +14, {+7Base,+6Con+1}
Ref: +8 {+3Base,+4Dex+ 1}
Will: +10,{+7Base,+1Wis+1 trait+1} +2 vs enchantment
CMD: 25
DR5/adamantine
------------------------------
OFFENSE
------------------------------
Speed: 30 ft.
CMB 0
Base Atk: +10
Melee:+0{+0Base,+0Str}
Ranged:+3{+10Base,+5(7)Dex}
Mental Focus: 18
--Melee: +10

--Ranged:+15
Kinetic Blast: +16(+18)
Damage: 5d6+11

------------------------------
STATISTICS
------------------------------
Str: 10 , Dex: 20(24), Con: 22, Int: 16, Wis: 12, Cha: 10

------------------------
Traits: Indomitable Will, Consorting with dark powers, Trap Finder
---------------
Drawbacks: N/A
----------------
Alt. Race Traits:
-------------
Feats:
1- PBS, precise shot
3- Extra mental focus
5- Weapons focus (kinetic blast), extend spell
7- Extra mental focus
9- Deadly aim
10- Toughness
----------------

--------------
Skills 10/lvl
-----------
Acrobatics: 7
Perception: 10
Sense Motive: 10
Stealth: 10
Disable Device: 10
Disguise: 7
Sleight of Hand: 8
Bluff: 7
Diplomacy:5
Know. Local: 5
Know. History: 5
Know. Religion: 5
Know. Arcana: 5
Know. Planes: 5
Know. Nature: 5
Linguistics: 5
UMD: 7
Fly: 1
Appraise: 1
Survival: 4
ACP -0

*ACP applies to these skills
Non-Standard Skill Bonuses

Languages Common, dwarven, halfling, Orc, giant

Special Abilities:

------------------------------
SPECIAL/CLASS ABILITIES AND SPELLS
------------------------------
Infusions:

Bowling Infusion:

Element(s) aether or earth; Type substance infusion; Level 2; Burn 2
Associated Blasts earth, magma, metal, mud, telekinetic
Saving Throw none

You bowl your foes over with the sheer mass of your kinetic blast.

Attempt a trip combat maneuver check against each target damaged by your infused blast, using your Constitution modifier instead of your Strength modifier to determine your Combat Maneuver Bonus.

Extended Range:

Element(s) universal; Type form infusion; Level 1; Burn 1
Associated Blasts any
Saving Throw none

Your kinetic blast can strike any target within 120 feet.
Foe Throw:

Element(s) aether; Type form infusion; Level 3; Burn 2
Associated Blasts telekinetic
Saving Throw Fort negates; see text

Your telekinetic blast can throw a Large or smaller creature instead of an unattended object; you can increase the burn cost by 1 to affect a creature of a larger size. If the creature you attempt to throw succeeds at a Fortitude save, it negates the blast entirely.

Otherwise, if your blast hits, both the thrown creature and the target take the full amount of damage from your telekinetic blast, and the thrown creature falls prone in the last unoccupied space along its path. If your blast misses, the thrown creature can choose to occupy any space within 30 feet of the target, it doesn't fall prone, and it takes half the normal amount of damage from your blast. The movement doesn't provoke attacks of opportunity.

Entangling Infusion:

Element(s) earth or water; Type substance infusion; Level 2; Burn 2
Associated Blasts blizzard, cold, earth, ice, magma, metal, mud, sandstorm
Saving Throw Reflex negates

Your kinetic blast surrounds your foes in elemental matter.

Whenever a blast with this infusion deals damage to a foe, that foe becomes entangled for 1 minute. The foe can remove this condition as a standard action with a successful Escape Artist or Strength check (with the same DC as for saves against your kinetic blast) or by dealing an amount of damage to the entangling matter equal to double your kineticist level (the matter has hardness 0).

If the foe was already entangled by this infusion and fails its save against a second instance of this infusion, the increased amount of elemental matter fuses to the ground, causing the foe to be rooted in place as though anchored to an immobile object.

Flurry Of Blasts:

Element(s) universal; Type form infusion; Level 3; Burn 2
Prerequisite(s) extended range
Associated Blasts any
Saving Throw none

Instead of a single kinetic blast, you shoot two kinetic blasts at targets within 120 feet that each deal damage as if your kineticist level were 1st (effects or abilities that increase your kinetic blast's damage don't apply). At 10th level, you can shoot three blasts with flurry of blasts; this increases to four blasts at 16th level and to five blasts at 20th level. If you are under the effect of haste or similar magic that increases your number of attacks in a full-attack action, the number of kinetic blasts in your flurry of blasts increases by 1.

No two targets can be more than 30 feet apart. You must assign the targets of all your blasts before rolling any of the attacks. Any blast beyond the first that hits the same target adds 1d6 points of damage; bonuses and penalties to damage don't apply. If you are using a substance infusion that requires a saving throw, a target attempts its save only once (even if it was hit multiple times), but it takes a penalty on the save equal to the number of times it was hit beyond the first. If you are using a substance infusion that requires a caster level check or combat maneuver check, you roll the check only once against each target, but you gain a bonus on the check equal to the number of times that target was hit beyond the first. If you are using the pushing substance infusion, the maximum distance of the push increases by 5 feet for each time the target was hit beyond the first.

Utility Wild Powers:

Basic Telekinesis:

Element(s) aether; Type utility (Sp); Level 1; Burn 0

This ability is similar to mage hand, except you can move an object that weighs up to 5 pounds per 2 kineticist levels you possess (minimum 5 pounds), and you can move magical objects. Additionally, you can create a container of entwined strands of aether in order to hold liquids or piles of small objects of the same weight. You can dip the container to pick up or drop a liquid as a move action. If you possess the extended range wild talent, you can increase the range of basic telekinesis to medium range and increase the rate of movement to 30 feet per round, and if you possess the extreme range wild talent, You can increase the range of basic telekinesis to long range and increase the rate of movement to 60 feet per round. You can also use your basic telekinesis to duplicate the effects of the open/close cantrip.

Self-Telekinesis:

Element(s) aether; Type utility (Sp); Level 3; Burn 0

You use your telekinetic abilities to move yourself. Otherwise, this wild talent functions like flame jet.

Self-Telekinesis, Greater:

Element(s) aether; Type utility (Sp); Level 5; Burn 0
Prerequisite(s) self-telekinesis

You have greater control over yourself telekinesis. Otherwise, this wild talent functions like greater flame jet.

Telekinetic Finesse:

Element(s) aether; Type utility (Sp); Level 1; Burn 0

You can perform any sort of fine manipulation you choose within close range, including attempting Sleight of Hand and Disable Device checks.

Telekinetic Haul:

Element(s) aether; Type utility (Sp); Level 2; Burn 0
Prerequisite(s) basic telekinesis

When using basic telekinesis, you can move an object that weighs up to 100 pounds per kineticist level you possess. When using your telekinetic blast, you can throw an object weighing up to 100 pounds per kineticist level you possess, but this doesn't increase the damage. If you accept 1 point of burn, the maximum weight increases to 1,000 pounds per kineticist level you possess and the duration increases to 1 minute per kineticist level you possess.

Telekinetic Invisibility: Burn 0

You weave strands of aether, bending light and dampening sound; This works as invisibility except that the aetheric bending is easier to notice than normal invisibility, so your bonus on Stealth checks is halved (+10 while moving and +20 while perfectly still).

However, the dampened sound allows you to avoid automatic detection via sound-based blindsense and blindsight, but you do not receive the bonus on Stealth checks from this wild talent against a creature with such abilities.

Expanded Defense:

Element(s) universal; Type utility (Su); Level 4; Burn —

Choose an element you selected with expanded element. You gain that element's defense wild talent. You can take this wild talent multiple times, choosing a different element each time.

Implements:
Evocation(Gloves), Transmutation(Belt)-7, Divination(googles)-9, Abjuration(cloak)-2, Illusion(ring)-1

Implement Powers:

Loci Sentry (Sp):

As a standard action, you can expend 1 point of mental focus to set a ward about an area. This area has a maximum radius of 10 feet + 5 feet per occultist level you possess. Whenever a creature enters the area, a sentry manifested by your psyche appears and strikes out at the intruder. The affected creature must succeed at a Will save or be dazed for 1 round. You are immediately aware of the sentry's activation. The sentry lasts for up to 1 hour per occultist level you possess, or until triggered.

When you set the sentry, you can set any number of specific creatures to be immune to the sentry and thus avoid triggering it.

Cloak Image (Sp):

As a standard action, you can expend 1 point of mental focus to hide your appearance behind an illusion, as disguise self. The effect lasts for 1 minute per occultist level you possess. At 5th level, you can instead expend 2 points of mental focus to appear as a creature of a different type, but you must remain the same size. At 7th level, you can expend 1 additional point of mental focus to target a willing creature other than yourself with this ability.

Mind Eye (Sp):

As a standard action, you can expend 1 point of mental focus to create a mind eye—a magical sensor through which you can see and hear. The mind eye is invisible and its size is Fine, giving it an AC of 18. Any amount of damage to the eye destroys it, but it can be harmed by only spells or magic weapons. The eye moves with a fly speed of 60 feet with perfect maneuverability and can travel up to 1 mile away from you. You must concentrate as a standard action to direct the eye and receive sensory images through it. The mind eye sees as your eyes see, including any additional senses you possess (such as darkvision or see invisibility). The mind eye lasts for 1 minute per occultist level you possess. You must be at least 5th level to select this focus power.

Quickness (Sp)

As a standard action, you can expend 1 point of mental focus to grant supernatural quickness and reflexes to yourself or a willing living creature you touch.

This functions as haste, but the bonus to AC and on Reflex saving throws increases to +2. This effect lasts for 1 round per occultist level you possess. You must be at least 5th level to select this focus power.

Mind Over Gravity (Sp)

As a standard action, you can expend 1 point of mental focus to give yourself a fly speed of 60 feet with perfect maneuverability. This effect lasts for 1 minute per occultist level you possess. You must be at least 7th level to select this focus power.

Spells:
Spells/day: 1st: 6/day, 2nd: 5/day, 3rd 3/day, 4th: 2/day
Spells known:

1st-
Burning Hands
Vanish
Shield
Magic Weapon
Heightened awareness

2nd-
Obscure Object
Locate Object
Warp Wood
Darkness
Mirror Image

3rd
Dispel Magic
Arcane Sight
Fireball
Haste
Major Image

4th
Mind Probe
Greater Invisibility
Treasure stitching
Life Bubble
Scrying

Gear/Possessions:

------------------------------
GEAR/POSSESSIONS
------------------------------

Arms and Armor:

Misc: Cloak, signet ring, goggles, outfit, belt, leather gloves
Magical items:
Magical Consumables:

Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 0 lb.

Money 0GP 0SP 0 CP

background:
Variel Caldrel
“Oh, hello there, yes you I can see you sitting there. What is it you want from me, I’m busy. Oh? You came to find out more about me? For your superiors I presume? Fine, I’ll tell you whatever it is you wish to know. Heheh, sit back, it’s a dozy.”
You see, I have long studied history, along with the mystical. At first it was a simple quest to find where my powers came from, or how I came about them. I remember it like it was yesterday. It was my 16th birthday, being a half-elf I matured much more like a human you see, when I set out to uncover my destiny. Little did I know that would be the last time I would see my human mother, I still have the parting gift she gave me those, oh, 20, 25 years ago? Twas my cloak, hand-sewn by her and you see, that was my first realization of just how powerful item are. You see, Items carry history with them, not only history but knowledge and often times power. As long as I have this cloak she will live forever, anyway that’s when I started hunting for ancient tombs, relics of forgotten ages, anything, to learn more about the power these items held while looking for anything that may explain my telekinetic powers. Well, as luck would have it after years of exploring and delving forgotten tombs I found a large, long forgotten, and well-hidden Tomb, seemingly to be of ages long past. It was filled with traps and magical protections of a deadly kind, but I was easily able to avoid, or disarm, them. Every item I picked up gave me a bit about itself. Some, where incredibly potent magic items, others mundane, but only in the sense of being enchanted as all held power, memories, and most importantly, knowledge. The deeper I delved, the more there was to find, sure there were animate corpses, they were easy to put down, until I came to a gilded door, upon entering I found a room filled with vast treasures enough for me to study for years. However, they seemed to have an owner, a Lich, long been slumbering was awoken by my exploration. Now, I hadn’t come to fight him but he was extremely grumpy and before I could breathe a word he let out some magical energy. Instinctively I turned and what happened next proved the power of even mundane items to me, the cloak my mother had given me shrugged off the magical assault. Next came a fireball, but this time I was ready, I created a psychic field with my mind that kept most of the fire from reaching me and as soon as it ended flung a loose rock from the floor right into his face disorienting him long enough for me to notice a giant stature behind him which I promptly caused to fall atop him. Crushing half his form and shattering the other and as luck would have it, crushing the lich’s grave which for reasons beyond my understanding housed his phylactery. From his hand I plucked a ring, if it had once been magical, it seemed that power had faded long ago, but it was still a pretty thing, one that held the memories of the lich, a power all in its own. Needless to say, I took everything, magical and mundane back to my place to study, some items older than a thousand years. Well, word got out of my feat and within very short order I was contacted by the powers that be in Mitra. They sought to use my expertise as what they termed an “Occult investigator”, it was obviously a role similar to an inquisitor, or witch hunter, however I was to only be hired per job. Good deal I had thought at the time but it seems it had been a ruse to keep tabs on me. After years of hunting demon summoning cults, haunting ghouls, and ghosts, years of serving the cause of Mitra and their god, it all came crashing down. From the lich’s books I had managed to discern the true name of an outsider, and so, I summoned the being, using the knowledge of the lich to draw the proper magic circles. I knew the ritual, one question, one bargain per summons, I used this power to greatly aid in my investigative tasks and in tracking down new places to explore. I soon began to work closer with the renowned sir Balin, and eventually I came to see him as a friend, though zealous and headstrong he might be. He had even given me a pair of goggles of the highest quality, a pair he said befitted someone of respect in Mitra. Imagine my surprise, and anguish, the night he broke into my home, accusing me of heresy and consorting with fiends. Well, maybe I had been, but it had always been for his cause. Either way, I was said to be put under arrest and on trial immediately. They found the books, the salt, and the other tools I used to my summoning’s, I knew I would be found guilty… so I did the only thing I could, I fought back. I hurled the guards into one another with but a thought and shrouded myself in aether to become invisible and fled. This taught me another thing, Items could hold lessons, to this day, I wear these goggles as a reminder to look for truth, for rarely is everything face value. I managed to elude Balin for several weeks, hiding in the countryside trying to reconcile myself from the fact that I was now being hunted, having done nothing but good, I was now to be wiped from the records, burned at the stake and all but removed from this world, no item of mine would remain to carry on my memory. That’s when I realized that there was no good or evil in this world. Only power, those that had power made the rules, those that didn’t suffered. Starving, I entered a nearby Farm stead and begged for food yet, when they learned my name not only did they refuse, but they tried to attack me. Someone that had done nothing against them, indeed had likely protected them before. But because I had been labeled a heretic, a threat, they hated me. I killed them all, children included without batting an eye. I ate their food, and then destroyed anything and everything save one thing that may harbor their memories for others. Purged in fire they were, weak sheep like them deserved no lasting legacy. A belt, was all that remained, however it would carry a new legacy, one of my transformation. It was a memoir of when I realized my harshest lesson. I sat waiting for Balin, I would show him his work. When he finally got there, I presented him with what he had caused. Like the fool he was he accepted none of it, blaming me. Suddenly I was bound, as two wizards showed themselves and tied my via magic. I had underestimated them in anger and despair. Balin walked up to me, I shouted that we had once been friends, worked together. He merely looked down in disgust, removed the gloves from his hand and cast them into my lap. “Like those gloves, I remove you from my knowledge, no friends were we.” I asked if I could at least see my mother again. Balin laughed, "hah, no. She has suffered for your crimes. She was burned not three days ago for heresy, and bearing demon worshiping child like you."

And so, here I am, with nothing but the clothes you captured me in, awaiting my burning in a few days’ time. Resigned, to a world filled of inequity and hypocrisy. biding my time until the times right….
Personality: Might makes Right, strong live, weak die. Not all strength is brute force however, knowledge is a great power onto itself. Only those enlightened few have any right of remembrance. He can be as kind as he can cruel, while he doesn’t often kill of boredom, he doesn’t particularly have qualms against it. If he stands to gain by the death of another he will thoughtlessly put them to an end. Calm, collected, rational but prone to emotional outbursts. Variel isn’t evil because of some sick twisted pleasure, or even some psychotic tendency. No, he is evil because he has no care or concern for anyone that gets in his way or that he deems unworthy. Morals don’t exist to him, only the winner and loser. Those that can succeed, and those that can’t.

Goals: He seeks to avenge himself on Balin, who he refers to as a foolish child, as well as the government of Mitra, to see it crumble would grant him immense pleasure.
He seeks to collect as much knowledge as he can, of past lives and present and share it with the world. He also takes it upon himself to purge from the world anything that might bear membrance to one that is unworthy.
Finally, he wants to put a mark so large on the world that everyone will speak of him for eternity, that is the only way to become truly immortal.

Dark Archive

So... here it is Gannak Vraasg, fully updated and background included!

Any thoughts/suggestions are more than welcomed!


To get the elephant out of the room, I fudged pretty bad when I was drunk and put Hell's Rebels gameplay and discussion under this campaigns tab then tried to correct it by deleting them. Based on what a few people have said, this screws with other people being able to post, so we will probably migrate the game to a new game tab.

How Branderscar handles high level prisoners: Prisoners were screened extensively by the inquisitors by means both mundane and magical means, then had their abilities contained by various means. Magical manacles of various sorts were implemented to restrain prisoners with magical or supernatural abilities. Those who were physically powerful were outfitted with manacles that weaken them tremendously. These are by no means the only ways, just the easiest to give generalities about. As well, there is no ability for most individuals to teleport on or off the island due to a strange magical interference. It is possible to move short distances with things like dimension door but actual teleportation cannot happen for story reasons that may be revealed if you are diligent enough.

Divinitus: His campaign slot is now tentative, since he said that his aunt has gotten worse and has not replied to texts and has not been home for days. I live right down the road from him and have not seen his red car at all so it is a bit worrying. If he does not show up in a week or so to post, I will probably give his position away.

Pratorix: Paralysis will receive some sort of nerf if it is allowed. It IS a monster ability for a reason. Maybe a static DC and/or limited duration? Number of uses per day? Send me a PM to discuss it. And I have no problems with normal ghouls as spawn for several reasons: 1) They are a LOT weaker than the general power level of the camp 2) Foes only fail on paralysis on VERY low saves 3) Most will probably die in one shot 4) Having multiple ghouls following the group is the best way to get an alarm raised, which will probably lead to a TPK. And have you seen the noble ghoul from 3.5? That would save you a feat or two.

Helvetica Quinn: ALL possessions and companions were found and discovered before you were taken in. The inquisitors of the Radiant God are quite thorough with their magical battery of detections and divinations.

BigBenClockTower: Those are fine, but summoner gets some nerfs, even the unchained one.

Bognus 'Bluebeard' Dolgrin: Your background is interesting and gives me a lot to work with! I will probably send you a PM soon about your vampiric sire.

Gobo Horde: The entirity of Branderscar Prison is hallowed to prevent ghosts and other undead from arising as well as to weaken already-existing undead within the cells.

Honest Tom: Comments like that make me want to select Honest Tom! "This? This is no sword, it's a metal toothpick I got from a giant. Radiant God's honest truth, sir!".

Sir Longears: I have no problem with you playing as a variant Devil in Grey! I made him a werewolf in my Carrion Crown game and faced him against the PCs. I like Gannak! What is your fighting style going to be like?

Bobbity: "...outclass most fights..." Hehehe, you have no idea what's coming just from Branderscar Prison, do you? >:D

Sundakan: Yes and no. The basic plot is BASICALLY the same. It is still railroady, partly because I don't want the PCs to go off on a separate campaign entirely and forget about laying waste to the nation that condemned them and partly because, well, reasons. If you can link me the playtest material, I will take a look at it. DSP is pretty good with their playtest consistency.

Thecooldudenextdoor: The recruitment is still open.

James Knowles: Yes.

Did I satisfy everyone's curiosity?


oyzar wrote:

I'll stay away from Slumber as already mentioned so we can both be happy :). I'm glad I got to know your thoughts on this issue before getting too far into character building.

Magus doesn't seem very gestalt-friendly. Spellstrikes with curses needs either the broad study arcana or hexcrafter, while in order to use my hair when I do spell combat I need natural spell combat. Still, I suppose it's better to have options for it rather than not having such.

I'm considering taking a level of unchained monk in order to save myself a few feats (sto UMonk1/Magus3/warder1/battlecaster5) as well as feral combat training (hair). Losing a casterlevel on the magus hurts, but at least I still get full witch casting. Can I then use FoB with spell combat? With my +9 BAB that would be +7/+7/+2 before ability modifiers etc.

Why are there so many feats with high ability requirements :(. With the constrict of the white haired witch errataed to swift instead of free Final Embrace would be nice to get it back down so I'll actually get to use it. There are probably better things to do with the swift action than constricting (if nothing else tripping is an option).

Still waiting on a response for this... I guess it was asked so long ago that you missed/forgot it. If you got a suggestion for what I can do about all the feat taxes that would be nice to know as well:

Quote:
oyzar wrote:
I want at least half a dozen feats extra for my build. It really hurts to pay feats simply to be able to use the hair with various other classes (1 for magus (natural spell combat) 2 for monk (weapon focus and feral combat training) and 2 feat tax to enter the Bladecaster PrC (combat casting and improved counterspell)).


GM Lightbearer wrote:
Bognus 'Bluebeard' Dolgrin: Your background is interesting and gives me a lot to work with! I will probably send you a PM soon about your vampiric sire.

Excellent, ask away. I'm always glad to have an excuse to make more story happen.

Dark Archive

GM Lightbearer wrote:
Sir Longears: I have no problem with you playing as a variant Devil in Grey! I made him a werewolf in my Carrion Crown game and faced him against the PCs. I like Gannak! What is your fighting style going to be like?

When I first built him, he was going to follow the Dazzling feat chain and use his animal companion just for fluff... but I fell so much in love with the 'brother' idea that changed him to use Fang as a constant and important aspect of his fighting style.

Gannak is basically a flanker, even if he has no sneak attack, being able to flank with Fang if he is adjacent to him. To buff Fang, I needed to let the Dazzling chain go away, but with 6 extra teamwork feats from the inquisitor/hunter class, both Gannak and Fang are pretty good.

Generally, Gannak would buff himself and Fang (using only one spell and halving the duration among the two - Improved Spell Sharing) in the beginning of the fight and with Shield Companion always on, it will be pretty hard to bring the wolf down (his 'weak' spot).

Aside from the teamwork feats, Gannak has also a good demoralize second theme and trip shenanigans... Howl and sow the terror among the prey then bring them down and feast!

When Gannak and Fang reach an enemy, they will probably bring him down in one of their several attempts of 'free trips' (from their bite attack) and generally make them panicked/frightened/shaken, overwhelming it with slashes from his sword and several bite attacks.


When I do actually finish the details on Prae, I imagine him as being primarily a debuffer.

His mystery grants him quite a few cool spells, like Dust of Twilight for fatigue, Black Tentacles for just wonderful battlefield control, and Feeblemind for the one time it works.
Gift of Madness is going to be fun and flavorful.
"Here, let me share the gift of my lord's mind upon you. I do hope you can stand it."
As I said earlier, Aura of Doom plus Aura of Cowardice equals awesomeness, as I can intimidate anything, even things with fear immunity, within 10 feet. Plus, the rest of the oracle list has plenty of awesome debuff spells just waiting to be used.

Thinking I'll keep Nightmare Fist/Weaver, as Weaver is pretty cool, and allows me to qualify for Shatter Defenses, which is necessary.
Plus, intimidating people with a gleeful laugh as darkness envelops them? Beautiful imagery.

@Gannak- from what I hear, Prae and Gannak will be good friends, mechanically and in-character. Prae definitely will understand the hunger, and even offer to hunt with him for food if necessary. Prae, as undead, doesn't need to eat, but coming in contact with Groteus himself has left Prae a bit scrambled in the head. Plus, ya know, ghoul.


GM Lightbearer wrote:
Sundakan: Yes and no. The basic plot is BASICALLY the same. It is still railroady, partly because I don't want the PCs to go off on a separate campaign entirely and forget about laying waste to the nation that condemned them and partly because, well, reasons. If you can link me the playtest material, I will take a look at it. DSP is pretty good with their playtest consistency.

Cool. Just managing my expectations.

Most recent playtest thread.

Links to everything there.

Considering a sadomasochist sort of character. Probably Kuthonite if possible (the WotW setting isn't necessarily set in Golarion, so I'm not sure what gods are available). I think there's an Infernal Duke that fits too if not.


Hi Lightbearer! Archlich here.

As we talked by message, here's my humble submission :)


Looking forward to many of the cool potential synergies the characters could have. This should be a lot of fun...and bloody.


Finally got back from work after pulling a double shift on the fly, so I will be making this post brief. I will hopefully not have to work double shifts tomorrow at the office.

Oyzar: I don't see a question...? Something with WHW that was changed in my home group is that the WHW's hair is obviously magical and therefore needs no feat to be used for purposes of many class-class interactions, like feral combat training. It is more of a magical ability than a true natural weapon, even though it technically is one. Maybe after I get some sleep I can explain it better, yeah?

Bognus 'Bluebeard' Dolgrin: Did you get it?

Sir Longears: Classic wolf tactics!

Sundakan: I will review the preview tomorrow. This campaign is set in Golarion. I think that the opening post said this, but that was a lot of posts and text ago, so you may want to double-check if I added it.


What kind of nerfs to the Summoner do I need to implement? I also have a more traditional Wizard, but she's a Necromancer, so I'd rather avoid overlap if I can.


GM Lightbearer wrote:

Oyzar: I don't see a question...? Something with WHW that was changed in my home group is that the WHW's hair is obviously magical and therefore needs no feat to be used for purposes of many class-class interactions, like feral combat training. It is more of a magical ability than a true natural weapon, even though it technically is one. Maybe after I get some sleep I can explain it better, yeah?

Question

1) Can I use unchained flurry of blows together with spell combat? Mostly I'm looking for a way to get full attack with the hair, though the extra attack wouldn't hurt of course. Some people are saying they don't work together since spell combat is like two weapon fighting already.
2) Your suggested change seems to be: I can use the hair with spell combat without natural spell combat. I can also use the hair with flurry of blows without weapon focus +feral combat training. That would be awesome and help a ton. Thanks :D.

Too bad I need Broad Study to use enervation with spell combat, but I'll just have to live without. I'm sure I'll be able to use enervation from time to time regardless.

Sundakan wrote:

Most recent playtest thread.

Links to everything there.

It's not actually the most recent version most of the material. There are PDFs for the mystic, the harbringer as well as all the disciplines they can access. It may or may not be identical to final playtest though.


GM Lightbearer wrote:

Bognus 'Bluebeard' Dolgrin: Did you get it?

I don't seem to have, no. Did the forum eat it, or am I just being blind somehow?


Alright! Prae's done, and I made quite a few changes in the overall end result.

Classes: Dread Ghoul 1, Antipaladin 2, Ninja 3, Bloodrager 4 (Crossblooded/Spelleater)/Oracle 10/Gestalt 10. (Yeah, complicated, I know. But it does make sense.)

1. He is now a ninja, as it has synergy with Charisma, and gives him the Vanishing trick that is so loved, while keeping sneak attack +2d6.

2. Bloodrager offers an easier way to get the shaken condition (Frightful Charger) while also adding the crazed brute attack to the flavor of Prae (basically, bloodrage). Also adds some combat ability and survivability, in the form of Arcane Bloodrage and Fast Healing during bloodrage.

3. Yeah, that's about it. I see Prae as a primary debuffer and damage dealer, with the ability to fill either role as needed.


Ah, right, forgot the Mystic was out. I actually have the PDF for that, but it doesn't super fit my current idea anyway.

Zealot might, but I haven't looked at it very close.


Yes, a Void Prophet Zealot sounds PERFECT for one side, sharing and redirecting pain.

Thinking Dread for the other half. Pain and fear, two sides of the same coin and all.

Edit: Scratch that. Dread kinda sucks. Will find another option.


Sundakan-

I'm pretty sure there is a chunk of book 1 that takes place on a pirate ship. If you're planning on playing a pirate, you might want to figure out a way to work that ship/crew into your backstory if you get selected.

Of course, given that we're 10th level, I'm not sure why we'd bother with a ship rather than flying or teleporting. Maybe it's about transporting a lot of cargo or something.


Anybody know a good class for self-healing in combat?

I plan to be taking a lot of damage (redirecting it from allies to myself, no DR applies) and would like a way to stay alive.

Paladin would be a nice option, but obviously isn't. =)


Antipaladin for undead?


I don't plan to take a template, I like my class levels.

Though I guess I could go Dhampir...assuming the GM houserules anti-Paladins can use Touch of Corruption as a Swift like Pallies can.


Warpriest. Fervor is swift action healing.

Another option would be Barbarian, Toughness and a high con, and just have The Most hit points.

Dark Archive

Are you sure a Warpriest is able to heal himself? If he is evil he uses negative energy on his fervor ability... so would not he hurt himself?


A really good damage soak is probably a protector tumor familiar. You get it from either alchemist or aberrant bloodrager (or sorcerer I guess). I'm pretty sure that works with redirecting damage. About actual healing I'm not sure. I've heard fast bombs + healing bombs can output a tremendous amount of healing, though that's AoE, not just yourself. I believe there is a similar trick to protector familiar with psicrystal, though that doesn't have fast healing 5, just hardness I believe (of course all 3 of you would then benefit from the healing bombs). I think there is a psionic class that is awesome at healing, Vitalist I believe.

@RDV(following the order of questions from above):
3)Are we going to be using fractional saves?
4)Background skills?

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