Lady Ladile |
@Ictoo - I'm also a fan of the spiritualist! Heck, I think I'd enjoy that one in just a regular game of PF.
Ictoo and I have had this discussion, if a ghost turns up and starts haunting him I don't feel like I should be punished :/
You say that as if this is a highly probable and/or regular occurrence.
Lady Ladile |
Okay just to show that I've made some progress, here's Nixie. I've only gotten the 1st and 6th level builds so far but hopefully they'll give you an idea of what I'm going for. We'll see how well it works in practice but she's going to be a little more utility/stealth-focused although still able to defend herself in a fight. Her Focus Powers as an Occultist should allow her to adapt to a variety of situations such as beefing herself up for a fight, spying, etc. The Kineticist half gives her some ranged and healing capability. She won't be a bruiser, but hopefully she'll be fun :)
I'll probably kick around some other ideas too; I still like the idea of my druid/kineticist (aren't kineticists just awesome, complicated as they are?) and I might go for something more caster/mental-focused at some point too.
GM-JZ |
@Ictoo - I'm also a fan of the spiritualist! Heck, I think I'd enjoy that one in just a regular game of PF.
GM-JZ wrote:Ictoo and I have had this discussion, if a ghost turns up and starts haunting him I don't feel like I should be punished :/You say that as if this is a highly probable and/or regular occurrence.
No matter how unlikely, I feel it's important to make myself clear in this matter :)
Also, all very tumultuous this side of the pond with the news that Britain is to leave the European Union and Prime Minister Cameron resigning. The US news reporting it?
Ictoo |
If a ghost or demon were to come near me you would have to help, I can't deal with that on my own. I have to try and pass it off somehow, You would do exactly the same.
Sad day for the UK and Europe. It really does seem to be uneducated voters buttered up with false promises. (I Know people who have ridiculous reasons for voting out)
On a lighter note.. I need to just not think about it anymore. LL! I desperately want to like kineticists but i just can't see a way to make them competitive damage wise while also adding something to the party skill wise. I feel i'm not understanding them but they seem to just sit on the wrong side of usefull, I do look forward to you proving me wrong.
GM-JZ |
Kineticists won't do as much damage as archers - but then no one does.
I love the idea of them and like the utility they bring with some of their powers. They remind me of alchemists in some ways but overall it's the burn mechanic that I just hate. I think the 3.5 Warlock was a much better implementation of the same idea.
I don't know why they didn't go for something like warlock + blast modifications every couple of levels + infusions with spontaneous spellcasting progression.
Lady Ladile |
I like the idea of them too and was one of many who had the reaction of "OMG BENDERS, YES!" when they were added to the class roster. No experience playing them myself and the ones I've seen in action have all been lowbie games (1st-5th level or so). One thing I do like is that each of the elements I've seen in play (uh...fire, earth, water, and aether I think) all seem to have their own individual 'feel'. Anyhoo, I guess we'll see how just useful they turn out to be (and don't forget that Midnight is also part Kineticist unless Fiendish decides on a different character) :)
Lady Ladile |
Okay, it's kinda messy and there's no alias for this (as-yet-unnamed) hero but here's the relevant info for 1st and 6th level.
Peri-blooded aasimar (emberkin) bloodrager (spelleater) 1/gestalt 1/vigilante (magical child) 1 (Pathfinder Player Companion: Blood of Angels 23, Pathfinder RPG Advanced Class Guide 15, 85, Pathfinder RPG Bestiary 7, Pathfinder RPG Ultimate Intrigue 9, 57)
CG Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception -1
--------------------
Defense
--------------------
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 14 (1d10+4)
Fort +5, Ref +4, Will +1
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 40 ft.
Melee lucerne hammer +4 (1d12+4)
Special Attacks bloodrage (7 rounds/day)
Spell-Like Abilities (CL 1st; concentration +3)
. . 1/day—pyrotechnics (DC 14)
Vigilante (Magical Child) Spells Known (CL 1st; concentration +3)
. . 1st (2/day)—enlarge person (DC 13), shield
. . 0 (at will)—detect magic, guidance, mage hand, message
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 16, Int 12, Wis 8, Cha 14
Base Atk +1; CMB +4; CMD 16
Feats Mad Magic
Skills Acrobatics +6 (+10 to jump), Bluff +6, Diplomacy +6 (+10 when in your social identity), Disguise +6 (+26 to appear as part of polite society while in your social identity), Escape Artist +6, Knowledge (arcana) +5, Knowledge (local) +5, Knowledge (nobility) +5, Profession (baker) +3, Spellcraft +7, Use Magic Device +6; Racial Modifiers +2 Spellcraft
Languages Celestial, Common, Custom Language
SQ animal guide, destined strike +1, fast movement, seamless guise, social grace, social talent (social grace), staunch ally, transformation sequence
Other Gear leather armor, lucerne hammer[APG], 150 gp
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Special Abilities
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Animal Guide (Ex) A magical child starts play with a magical spirit guide in the form of a familiar, using her vigilante level as her effective wizard level. The familiar also has a social identity as a seemingly normal animal, though vigilantes with outlandish famili
Arcane Familiar Nearby You gain the Alertness feat while your familiar is within arm's reach.
Bloodrage (7 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Darkvision (60 feet) You can see in the dark (black and white only).
Destined Strike +1 (3/day) (Su) As a free action, gain insight bonus to one melee attack.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Mad Magic Can cast spells and keep benefits of moment of clarity when in a rage.
Seamless Guise (Ex) +20 circumstance bonus to portray self as current identity to suspicious.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Social Grace (Diplomacy) +4 circumstance bonus to selected skill while in your social identity.
Staunch Ally (Ex) Familiar can use startling, frightening, stunning appearance, and vengeance strike as master.
Transformation Sequence (Su) Shifting identities takes half the normal time, but is obvious and flashy.
Peri-blooded aasimar (emberkin) bloodrager (spelleater) 6/gestalt 6/vigilante (magical child) 6 (Pathfinder Player Companion: Blood of Angels 23, Pathfinder RPG Advanced Class Guide 15, 85, Pathfinder RPG Bestiary 7, Pathfinder RPG Ultimate Intrigue 9, 57)
CG Medium outsider (native)
Init +6; Senses darkvision 60 ft.; Perception +8
--------------------
Defense
--------------------
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 93 (6d10+24)
Fort +8, Ref +7, Will +4; +2 bonus vs. spells cast by self or an ally
Defensive Abilities blood sanctuary; Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 40 ft.
Melee lucerne hammer +10/+5 (1d12+6)
Special Attacks blood casting, bloodrage (17 rounds/day)
Spell-Like Abilities (CL 6th; concentration +8)
. . 1/day—pyrotechnics (DC 14)
Bloodrager (Spelleater) Spells Known (CL 6th; concentration +8)
. . 1st (2/day)—expeditious retreat, magic missile, mirror strike[UC], thunderstomp[ACG]
. . Bloodline Destined
Vigilante (Magical Child) Spells Known (CL 6th; concentration +8)
. . 2nd (4/day)—barkskin, fog cloud, invisibility, warding weapon[UC]
. . 1st (5/day)—enlarge person (DC 13), feather fall, grease, long arm[ACG]
. . 0 (at will)—detect magic, guidance, mage hand, mending, message, open/close (DC 12)
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 16, Int 12, Wis 8, Cha 14
Base Atk +6; CMB +10; CMD 22
Feats Combat Reflexes, Eschew Materials, Improved Initiative, Mad Magic, Power Attack, Raging Vitality[APG], Vital Strike
Skills Acrobatics +11 (+15 to jump), Bluff +8, Climb +8, Diplomacy +9 (+13 when in your social identity), Disguise +8 (+28 to appear as part of polite society while in your social identity), Escape Artist +11, Knowledge (arcana) +10, Knowledge (local) +10, Knowledge (nobility) +10, Perception +8, Profession (baker) +5, Sense Motive +5 (+9 when in your social identity), Spellcraft +12, Stealth +8, Swim +8, Use Magic Device +8; Racial Modifiers +2 Spellcraft
Languages Celestial, Common, Custom Language
SQ animal guide, blood of life, destined strike +3, fast movement, fated bloodrager +1, seamless guise, social grace, social grace, social talents (many guises, mockingbird, social grace), spell eating, startling appearance, staunch ally, transformation sequence, unshakable, vigilante talents (shield of blades, vital punishment)
Other Gear leather armor, lucerne hammer[APG], 150 gp
--------------------
Special Abilities
--------------------
Animal Guide (Ex) A magical child starts play with a magical spirit guide in the form of a familiar, using her vigilante level as her effective wizard level. The familiar also has a social identity as a seemingly normal animal, though vigilantes with outlandish famili
Blood Casting (Su) Cast bloodrager spells while in bloodrage.
Blood of Life (1) (Su) Gain fast healing when bloodraging.
Blood Sanctuary +2 (Su) +2 bonus to save vs. spells cast by self or an ally.
Bloodrage (17 rounds/day) (Su) +4 Str, +6 Con, +2 to Will saves, -2 to AC when enraged.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Destined Strike +3 (3/day) (Su) As a free action, gain insight bonus to one melee attack.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Familiar Bonus: +3 to Stealth checks You gain the Alertness feat while your familiar is within arm's reach.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Fated Bloodrager +1 (Sp) Gain luck bonus to AC and saving throws when raging
Mad Magic Can cast spells and keep benefits of moment of clarity when in a rage.
Many Guises (Ex) +20 circ bon to Disguise to appear as an ordinary member of your race.
Mockingbird (Ex) Can nonmagically alter and throw voice and mimic many sound effects.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Seamless Guise (Ex) +20 circumstance bonus to portray self as current identity to suspicious.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Shield of Blades (Ex) When power attacking, gain penalty to attack as shield bonus to AC.
Social Grace (Diplomacy) +4 circumstance bonus to selected skill while in your social identity.
Social Grace (Sense Motive) +4 circumstance bonus to selected skill while in your social identity.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spell Eating (Su) As swift action, sacrifice spell slot to heal 1d8 damage per spell level.
Startling Appearance (Ex) Attacking unaware foe makes them flat-footed and they -4 to attack you for 1 rd.
Staunch Ally (Ex) Familiar can use startling, frightening, stunning appearance, and vengeance strike as master.
Transformation Sequence (Su) Shifting identities takes half the normal time, but is obvious and flashy.
Unshakable +6 (Ex) Add the listed bonus to the DC of foes attempting Intimidate checks against you.
Vital Punishment (1/round) (Ex) Can apply Vital strike to one AoO each round.
Vital Strike Standard action: x2 weapon damage dice.
Also I realize that I forgot my Starting Boon(s) for both characters but I was sorta having some trouble deciding anyway; will get those added to the mix tomorrow probably as well as hopefully cleaning up both profiles and adding some links for all the different abilities for ease of reference.
Wurt Kagner |
Man. Coming up for a decent build for this guy is tricksy.
At first, I was looking at combining unchained monk with ninja, but then I realized that the ki pool wouldn't benefit from both the wisdom and charisma modifiers, only one or the other.
So then I was just looking at ninja, and it seems close, but I can't figure a way to get him access to dimension door through anything other than a cloak of the mountebank, and that's less than ideal.
So now I'm looking at unchained monk again, sprinkling the weapon adept archetype on top if that's legal, and then pairing it with swashbuckler. I feel like this is really close to what I'm looking for.
My home computer crashed after I got back from my trip (I'm thinking it's either the processor or the motherboard, but either way I'll wind up having to replace both, which stinks), so I'm on my little ASUS tablet. It's great for typing in a word processor or popping a post up on paizo, but it's tough to work off of when you need to reference 8 separate tabs and a pdf =P. Regardless, I'll try and get Wurt here put together across the next couple of evenings!
Lady Ladile |
Since my hammer-fighter has received a bit more interest I think I'll go with her once we're ready to run another combat. Here's Concussion (name still subject to change) and I think I've addressed the things that I was missing (starting boon, ABP, etc.). I'll get a profile for her familiar up sometime tomorrow but since I don't anticipate it really being a player as far as combat goes I'm not in as big of a hurry with it.
@Wurt - Looking forward to seeing what you come up with! Also, nice name :P
@Ictoo - Also looking forward to seeing what you come up with!
Wurt Kagner |
I think I've got Wurt mostly put together now. Wound up going with Ninja/Swashbuckler.
Monk was proving too cumbersome to tweak and adjust and I still wouldn't have access to abundant step. Felt like the better solution was ninja's vanishing trick (swift action invisibility) paired with a base speed of 40 (which I can pump further to 60 with a ki point) to simulate his popping up all over the place.
It's not the most focused, gonzo-combat build I've ever made. Far from it, given the fact I dropped 2 feats into weapon focus and slashing grace just so he could swing a longsword (harkening back to his days leading Excalibur) =D
I did drop nearly all his starting funds on a cape of the mountebank though. Normally, it seems to be frowned upon to spend so much on just one item, but a once-a-day dimension door didn't seem all that outrageous to me. If that's no bueno, there's nothing else I can think worth getting so I guess he'll just save up for a cape later!
In the end, we've got a prehensile-tailed acrobat (+20 acrobatics skill) who swings a magic longsword (+14 to hit, +9 damage), who can vanish from view and reappear up to 60ft away a handful of times/day. Seems pretty close to me!
GM-JZ |
Anywho..... back to this.
And because of Automatic Bonus Progression you get half wealth by level. So you don't need to buy that magic hammer LL, by that level it would already be +1
Rules are HERE
What I like best about ABP is that items that produce single ability boost like Belts of Giant Strength don't exist because you can boost physical abilities as one of the boons you get at level 7 anyway. Although you only get half the wealth by level, it still encourages people to buy those cool magic items you don't see that often because people are always too anxious to get the 'big five.' Plus in this game whether those items are fluffed as magic, natural abilities (someone trying to replicate a hero with super senses might buy Eyes of the Eagle but just describe them as their natural extra sensory perception) or technology.
Lady Ladile |
Actually I didn't make it magic hehe, I just bought it; ABP should be factored in on Concussion's latest stats already.
I'm definitely a big fan of ABP though for the exact reasons you listed above; the 'Big 6' as I see them called on the forums are expected upgrades but booooooring. It's nice to be able to buy 'fun' items for a change :)
Laura Kinney |
Agree wholeheartedly about ABP :)
Ok so Laura is ready!
Razor
*****
Female Mutant (Skinwalker Fanglord) Unchained Rogue/Alchemist (Vivisectionist, Beastmorph) 6
Languages: Common, Spanish, French, German, Russian, Mandarin, Japanese, Arabic, Hindi
Init +5 = +5 (Dex)
Perception +11 = +6 (ranks) +3 (class skill) +0 (Wis) +2 (racial)
DEFENSE
AC 21 =10 +5 (Dex) +5 (Armour) +1 deflection touch 15, flat-footed 16
Ballistic AC 19 =10 +5 (Dex) +3 (Armour) +1 deflection, flat-footed 13
HP 58 1d10 +(5 * 6) +12 (Con) +6 (FCB)
Fort +8 =5 (class 6) +2 (Con) +1 abp
Ref +11 =5 (class 6) +5 (Dex) +1 abp
Will +4 =2 (class 6) +1 (Wis) +1 abp
CMD 19 = 10 +4 (BAB) +0 (Str) +5 (Dex)
OFFENSE
Speed 40'
BAB +4
CMB +4 = 0 +4 (BAB) +0 (Str)
Unarmed strike
Melee: Attack +9 = 4 (BAB) +5 (Dex) Dmg 1d3+5 non-lethal(20/x2)
Claw
Melee: Attack +10 = 4 (BAB) +5 (Dex) +1 abp Dmg 1d4+5 (20/x2)
Claw
Melee: Attack +10 = 4 (BAB) +5 (Dex) +1 abp Dmg 1d4+5 (20/x2)
Foot Claw
Melee: Attack +10 = 4 (BAB) +5 (Dex) +1 abp Dmg 1d6+5 (20/x2)
STATISTICS
S: 10 D: 20 C: 16 I: 14 W: 12 C: 8 (+2 bonus modifier WIS)
SKILLS
acrobatics +17,
know local +11,
perception +11,
stealth +17,
climb +9,
disable device +15,
disguise +9,
escape artist +15,
linguistics +11,
sleight of hand +15
EXTRACTS
(3/day) 2nd Ironskin, Protection from arrows, Resist Energy
(4/day) 1st Cure Light Wounds x 2, Shield, (open)
Formula Book:
2: Ironskin, Protection from arrows, Resist Energy
1: Cure Light Wounds, Endure Elements, Expeditious Retreat, Shield
SPECIAL ABILITIES
Skilled: +2 racial bonus to Acrobatics and Perception
Spell-Like Ability: jump 1/day
Change Shape (Su): A skinwalker can change shape into a bestial form as a standard action. In bestial form, a skinwalker gains a +2 racial bonus to Charisma. While in this form, a skinwalker also takes on an animalistic feature that provides a special effect. Each time a skinwalker assumes bestial form, she can choose to gain one of the following features: Bite attack that deals 1d6 points of damage, 2 claw attacks that each deal 1d4 points of damage, +10-foot racial bonus to base speed, See in darkness.
The racial ability score bonus and additional feature last as long as the skinwalker remains in that form, and a skinwalker can remain in bestial form for as long as she wants. A skinwalker can return to her humanoid form as a swift action. To change forms and gain a different benefit, a skinwalker must first return to her humanoid form then use her shapechange ability again.
Trapfinding: An unchained rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). An unchained rogue can use Disable Device to disarm magic traps.
Finesse Training: At 1st level, an unchained rogue gains Weapon Finesse as a bonus feat. At 3rd level, one type of weapon is picked (Natural attack), can now add dex mod to damage.
Sneak Attack: 6d6 (3d6 UC rogue + 3d6 Vivi)
Evasion: At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
2 Rogue Talent: Minor magic: Acid splash (at will)
4 Rogue Talent: Major magic: Vanish (3/day) CL 6
6 Rogue Talent: Surprise attack (always considers opponents flat-footed in surprise round)
Debilitating Injury
Danger Sense +2: a rogue gains a bonus on Reflex saves to avoid traps and a dodge bonus to AC against attacks made by traps. In addition, she gains a bonus on Perception checks to avoid being surprised by a foe.
Uncanny dodge: At 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
Rogue's Edge: (Perception) You remain alert to sounds even in your sleep, and the normal DC increase to Perception checks when you are sleeping is halved. The distance modifier on the DC of Perception checks you attempt is reduced to +1 per 20 feet
Alchemy: <Can create stuff that's not overly relevant to this>
Mutagen: 1 hour to brew, 1 dose at a time. Standard action to drink: +4 alchemical bonus to DEX, STR or CON, +2 bonus to NA for 10 mins/level. -2 penalty to mental score during this time.
Poison Use
Improved Beastform Mutagen: a beastmorph’s mutagen grants him additional abilities and options. The alchemist gains his choice of two of these abilities (which persist as long as the mutagen) climb 30 feet, fly 30 feet (average maneuverability), swim 30 feet, darkvision 60 feet, low-light vision, and scent. He may select two different abilities each time he creates a mutagen.
Cruel Anatomist: At 3rd level, a vivisectionist may use his Knowledge (nature) skill bonus in place of his Heal skill bonus.
Discovery: Bleeding Attack (Ex): A rogue with this ability can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the rogue's sneak attack (e.g., 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage.
Special: Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess.
Discovery: Spontaneous Healing: The alchemist gains the ability to heal from wounds rapidly. As a free action once per round, he can heal 5 hit points as if he had the fast healing ability. He can heal 5 hit points per day in this manner for every 2 alchemist levels he possesses. If the alchemist falls unconscious because of hit point damage and he still has healing available from this ability, the ability activates automatically each round until he is conscious again or the ability is depleted for the day.
Discovery: Healing Touch: The alchemist gains the ability to heal other creatures. As a standard action, he may touch a creature and apply 1 round’s effect of his spontaneous healing discovery to that creature; this counts toward his spontaneous healing limit for the day. The alchemist’s daily limit for hit points healed by spontaneous healing increases to 5 × his alchemist level. This ability only functions if the target is the same type of creature (humanoid, undead, and so on) as the alchemist.
Trait: Color thief (+2 to stealth checks)
Trait: Alchemical Prodigy (your alchemist level is considered 1 higher when calculating the duration of your extracts)
starting boon: Physical perfection 2: +10 ft movement, +2 DEX for Dex-based skills
FEAT (1): Endurance
FEAT (alchemist 1): Brew Potion
FEAT (alchemist 1): Throw Anything
FEAT (3): Diehard
FEAT (5): Fast Healer
Campaign rules:
Mutant (+2 Dex @ 4th level)
Automatic Bonus Progression:
Resistance +1
Armor attunement +1 (costume)
weapon attunement +1 (natural weapon)
Deflection +1
Mental prowess +2 (WIS)
GEAR/POSSESSIONS
Carrying Capacity
Light 0-86 lb. Medium 87-173 lb. Heavy 174-26-0 lb.
Current Load Carried 0 lb.
Costume (reflavored chain shirt)
8000 gp in items:
(Reflavored Boots of the Earth 5000gp)
Whilst she typically goes barefoot, Laura has raised black metal patterns embedded in her feet. These are capable of drawing energy or matter from the ground to replenish the living metal inhabiting her body, and in turn having it repair any damage she has suffered.
(As a move action, she can stand still and gains fast healing 1 and a +4 bonus to CMD to resist bull rush, reposition and trip combat maneuver attempts. These effects end if she moves or is moved, knocked prone, or rendered unconscious.)
Resource Points - 0
Laura was the unfortunate victim of a cabal of villains called 'The Cabal', part of one of their many experiments to create a living weapon. When her mutant gift of healing was identified by genetic testing carried out by a Cabal doctor, her parents soon met with grim ends, and Laura entered the system. Adopted quickly by a Cabal family, she was then subjected to years of experimentation and conditioning as the sought to groom the most lethal assassin they could. For years she was kept in a spartan room, allowed out only to train or be tested. She was kept docile through a combination of drugs and behavioural conditioning, teaching her to obey at all times. As she grew older she was allowed outside, to become familiar with the world, but always under strict control.
Her healing factor proved useful as they decided to enhance her further, subjecting her to injections of a reactive metal composite, which was able to be controlled at a neural level, both consciously and subconsciously. Unfortunately for the Cabal, though the previous 22 attempts with others had failed and the bonding with Laura was a success, one of the first things that happened was that the metal seemed to reset her system as it flowed through her body, and it wiped out the chemical and mental conditioning. Her escape cost the lives of the entire research team, and she used her training to destroy the facility she had been raised in, erasing all the data and backups, refusing to allow what had happened to her to be used on another person.
Since then she wandered, alone and hurting as she didn't feel human, or that anyone good should be near her. Until eventually she met a hero who saw through all that, and refused to leave her, even when she stabbed him. To her surprise he too had a healing power, and had done things in his past he was not proud of. He took her in, showing her a kindness she had never known before, paving the way to follow in his footsteps trying to atone. When he died, she decided to join a superteam to do some good. She took the name Razor to honour her dead mentor.
Laura is quiet and introverted, tightly controlled. She is still adjusting to the world, and can be highly defensive at times. But she does realise she has these traits and is working towards being more 'sociable'.
She typically wears dark clothes, the better to blend in. Tight black trousers and a top show a lack of fashion sense, or perhaps botheredness, one distinguishing feature is that she always goes barefoot. The metal on her feet making it uncomfortable and impractical to wear proper footwear.
The 'alchemy' of the character is carried out entirely by the living metal nanotech inhabiting her body. It creates and stores the mutagen to give its host body a boost when needed, it creates metal claws, acidic spittle, alters eye structure, changes skin coloration and repairs damage, all as needed.
Laura Kinney |
Oh fiddlesticks, just re-read the gestalt guidelines and can see what you mean.
>.<
On the plus side, thanks for your comment :)
Think I will give her one more overhaul in that case, as the rogue was only really there for the sneaky stuff plus SA. So she could do with a bit more durability; barbarian, fighter or ranger would give more hp and BAB, and still allow sneakiness ;)
She shouldn't take long to polish so happy to start another combat scenario when everyone else is :)
Laura Kinney |
:O
I... I think I've created a monster... :s
Swapped out the rogue for a ranger, can't wait to see how she does in a skirmish!
So JZ... who's the lucky villain this time!?
They'll have to contend with the super team of mutants known only as... 'The Just Us League' 'Seppuku Squad!' X-treme... erm... 'The Spirits of Heroes Past'!? Name picking NOT a strong suit here >.< Help me other players!!!
So forgot to say, DC and Marvel aside, I hope you gents and lady are familiar with Wildstorm and the other indy publishers. In particular I recommend 'Planetary', also 'The Authority'. Still within the Marvel umbrella, I have a soft spot for 'Runaways' too :)
Lady Ladile |
^ This is where I shock and dismay the other players and GM by admitting that I actually don't know a great deal about superheroes beyond some of the big ones like Superman, Spiderman, etc. But my gaming group did play some Champions years ago and I thought it was a lot of fun >.>
Is there a good wiki or something I can reference as needed so my character won't come off as having lived under a rock for years? :3
GM-JZ |
LL, I will write up a solid backstory that references all the major events you need to know for where and when this game is set. It might be lengthy but I'll try to keep it succinct.
You don't need to know the ins and outs of the Marvel universe anyway, just be familiar with some of the bigger players and events.
Ictoo |
Klaw!!!
So I've put together an Iron Fist type Martial artist. He's a mix of Monk and Magus, Really going for acrobatics and pulling off some amazing jumps and climbs. While I can get access to fly from Magus I'm really thinking of not going for it or maybe re flavouring it as he is just really fast on his feet, leaping about.
Please let me know what you think, can't wait to test drive him... I also would like to idea on a name :)
ALSO! No traits or starting boons as I wasn't sure what to take their all really good. I'm thinking .. Tough as Hell and one of the Physical Perfection.
ALSO.1! Path of War Manoeuvres and Spellcasting progression are off the table now correct? Since their still in the doc wasn't sure if it just wasn't updated.
Ebon
Human magus (esoteric) 6/monk (unchained) 6/gestalt 6 ( Pathfinder RPG Occult Adventures 120,
Pathfinder RPG Ultimate Magic 9, Pathfinder Unchained 14)
LN Medium humanoid (human)
Init +2; Senses Perception +11
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Defense
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AC 19, touch 17, flat-footed 17 (+2 armor, +1 deflection, +2 Dex, +1 enhancement, +1 monk, +2 Wis)
hp 52 (6d10+12)
Fort +8, Ref +8, Will +8; +2 vs. enchantments
Defensive Abilities evasion; Immune disease
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Offense
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Speed 50 ft.
Melee unarmed strike +11/+11/+6 (2d6+5)
Special Attacks arcane pool (+2, 5 points), flurry of blows (unchained), magus arcana (disruptive UC, spell
blending [2 spells of lower level] UM), spell combat, stunning fist (6/day, DC 15), style strike, unarmed
spellstrike
Magus Spell-Like Abilities (CL 6th; concentration +8)
1/day—tattooed spell
Magus (Esoteric) Spells Prepared (CL 6th; concentration +8)
2nd—blur, cat's grace , mirror image
1st—feather fall , mage armor , shield, shocking grasp
0 (at will)— arcane mark , light, prestidigitation, sparkAPG (DC 12)
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Statistics
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Str 19, Dex 14, Con 14, Int 14, Wis 14, Cha 8
Base Atk +6; CMB +10 (+12 trip); CMD 26 (28 vs. trip)
Feats Combat Reflexes, Deflect Arrows, Disruptive, Dragon Ferocity UC, Dragon Style UC, Hamatulatsu ISWG,
Improved Trip, Improved Unarmed Strike, Power Attack, Step Up, Stunning Fist
Skills Acrobatics +11 (+16 to make high or long jumps, +25 to jump), Climb +18, Escape Artist +11,
Knowledge (arcana) +11, Knowledge (history) +11, Knowledge (planes) +11, Lore () +11, Perception +11,
Spellcraft +7, Swim +11
Languages Common, Dwarven, Elven
SQ fast movement (unchained), ki arcana, ki pool (6 points magic), ki powers (high jump, ki metabolism),
style strike (leg sweep)
Other Gear bracers of armor +2 , feather step slippers UE, ring of climbing , ring of jumping , backpack, belt
pouch, blanket APG, hemp rope (50 ft.), magus starting spellbook, monk's outfit, soap, torch (10), trail
rations (5), waterskin, 137 gp
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Special Abilities
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Arcane Pool +2 (5/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or
selected item powers.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Deflect Arrows (1/round) While have an empty hand, negate one ranged weapon hit you are aware of
(unless from a massive weapon).
Disruptive +4 DC to cast defensively for those you threaten.
Dragon Ferocity +2, 1d4+4 rds Gain bonus on unarmed attacks, and you can cause opponents to be
shaken
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Dragon Style +2 vs. sleep, paralysis, and stun, first unarmed strike in a rd deals 1.5x Str, and can ignore
difficult terrain/allies when charging.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fast Movement (Unchained) (+20 ft.) The Monk adds 10 or more feet to his base speed.
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk
weapons.
Hamatulatsu Unarmed attacks can inflict piercing damage and sicken foes
High Jump (Ex) Add level to jump and always running. As a swift action, use 1 ki for +20 to jump for 1
rd.
Immunity to Disease You are immune to diseases.
Improved Trip You don't provoke attacks of opportunity when tripping.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Arcana (Su) You can use your arcane pool points as ki points.
Ki Metabolism (Su) While 1+ ki, 1/4 food, water, sleep needs, & hold breath longer. As move act, 1 ki to
seem dead.
Ki Pool (6/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Leg Sweep On kick hit, free trip attempt.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Stunning Fist (6/day, DC 15) You can stun an opponent with an unarmed attack.
Stunning Fist Helper This is a dummy ability to add an extra entry for the stunning fist feat in another
section of the statblock (since it is shown with a different name in the two places, we can't use sbName).
Style Strike (1/round) (Ex) During flurry of blows, one or more unarmed strikes has an extra effect.
Tattooed Spell (Light, 1/day) (Sp) Prepare selected spell without needing spellbook, cast once per day.
Unarmed Spellstrike (Su) Deliver touch spells as part of an unarmed attack.
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