Echoes of the Sephira

Game Master Red Velvet Tiger

Epic heroes chosen by fate stumble across an ancient secret and unknowingly become gods. Their actions will determine the destiny of the multiverse itself.


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Male Goblin Witch/Trap Breaker Alchemist 17, Tier 3 Trickster Archmage | Tricks and Status | HP: 221 | AC: 50, T: 28, FF: 33 | Fort: +21, Ref: +26, Will +22 | CMD: 39 | Init +14, Perception +37. +46 vs. traps, Sense Motive +34

So, I've just got to acquire some odds and ends for Trazzle, and I'll be ready. (I spent most of my remaining gold in making my headband of intellect a headband of mental prowess to pump my will save)

I am amused by the sheer amount of buffs currently stacked on Trazzle:

Mutagen
Haste
Barkskin
Heroism
Countless Eyes
Overland Flight
Ant Haul
Negate Aroma
Undetectable Alignment
Perceive Cues

Each of these are active, lasting between 340 minutes and 24 hours, with the exception of Haste, which is permanent until replaced.


Female Human Sorcerer 9 / DD 8 | Ninja 2 / Swash 5 / Shadowdancer 10; 266/266 HP; Init +16, Percept. +35; AC 47/29/33; Fort +21, Ref +33, Will +19; Ki 11/11, Pan 10/10, MP 9/9, LP 2/2

When we hit 6th tier you can pick up "Enduring Elixir" and add another 10 min duration extract as essentially permanent. From the wording, it looks like it would stack with your Eternal Potion. I was considering doing that myself and using a Bountiful Bottle to provide me with the dose of potion required each day.


Male Goblin Witch/Trap Breaker Alchemist 17, Tier 3 Trickster Archmage | Tricks and Status | HP: 221 | AC: 50, T: 28, FF: 33 | Fort: +21, Ref: +26, Will +22 | CMD: 39 | Init +14, Perception +37. +46 vs. traps, Sense Motive +34

Ahahahahaha! Well spotted. Yes. I am definitely going to be picking Enduring Elixir.


Male Goblin Witch/Trap Breaker Alchemist 17, Tier 3 Trickster Archmage | Tricks and Status | HP: 221 | AC: 50, T: 28, FF: 33 | Fort: +21, Ref: +26, Will +22 | CMD: 39 | Init +14, Perception +37. +46 vs. traps, Sense Motive +34

My apologies for double posting but... I have finally completed my crunch. Wow that was a lot of stuff to calculate and choose.


male Aasimar, angel-kin paladin 6 OoV HP: 56| AC: 22 T:12 FF:20| CMD: 23| Fort:+11| Ref:+9| Will:+10| Init: +2| Perception:+10

Whew. I'm back and should have something done tonight but for completed by tomorrow night. Sorry, holiday to Europe doesn't allow much time to create things jaha.

Anyway, I too selected a legendary weapon tier. Now does that give it +6, or the Ability to get to +6?


M Humanborn

In terms of raw enchantment? Or are you talking about the legendary item abilities?


M Humanborn
Tenro wrote:
In terms of raw enchantment? Or are you talking about the legendary item abilities?

Did some poking around, if you meant in terms of raw enchantment, I havent seen anything that lets your weapon be, say, +6 vorpal.

EDIT:

Trying really hard to come up with a sweet weapon enchantment beyond just special abilities and enhancement bonus. The mythic weapons are decent enough, but they're more suited for martial characters, whereas mine is basically a wizard or (at his most martial) a magus.

Any cool ideas for staff abilities (and they can be mythic and have parts that require expenditure of MP) would be appreciated.

Also, I am thinking of making a staff with Create Demiplane and Permanency on it. Since Permanency has a variable material component (depending on the spell to be permanency'd), would that be something i would have to provide each time, or would i have to figure it at the 20,000gp rate (the specific cost for Create Demiplane)?


M Humanborn

sorry for all the posts, I'm working on my character for a few hours and my posts are ending up over an hour apart. I'll edit when i can.

Just did some math, a staff (mwk quarterstaff) with

Create Demiplane (Greater) [1 charge]
Permanency [8 charges] (paid for as if material cost was 20,000gp)

would cost 212500gp.

It would allow its owner to cast Create Greater Demiplane once every 10th day, assuming they sank a 9th-level spell slot into it each day for 9 days after casting.

On the eleventh casting, you would start saving money on the material component for Permanency (20K for Create Greater Demiplane).

math:

300 for Mwk quarterstaff

Create Demiplane: 400 x 9 x 17 = 61200
500gp for forked metal rod focus

Permanency: 300 x 5 x 17 = 25500
material component: 20,000 x 50 = 1 mil
1 mil / 8 charges to cast permanency= 125000


Male Goblin Witch/Trap Breaker Alchemist 17, Tier 3 Trickster Archmage | Tricks and Status | HP: 221 | AC: 50, T: 28, FF: 33 | Fort: +21, Ref: +26, Will +22 | CMD: 39 | Init +14, Perception +37. +46 vs. traps, Sense Motive +34

Designing a staff custom for the sake of saving money on recasting a specific spell seems very cheesy to me.


M Humanborn
Trazzle, The Shatterproof Wit wrote:
Designing a staff custom for the sake of saving money on recasting a specific spell seems very cheesy to me.

Me too. The "saving money" part was something i discovered at the end of it, using the magic item creation rules as written. The original intent of the item was to save the effort of getting scrolls of the spells every time i wanted to do it, because that is time-consuming (plus using the spells out of a staff is a lower UMD check).

That said, were I a GM and a player tried to make this item, I would reduce the cost of the item (omitting the material component of Permanency x50) and require that each casting required the material component of casting be supplied at the time of casting. In this way, the Permanency spell still incurs cost as intended.


Male Half-elf Image (good enough)Machinesmith 2 HP: 20/20|AC: 17|T: 13| FF: 14| Fort: +5 | Ref: +6 Will:+2 | Int:+2

Here is thirrion, mostly finished.


Male Goblin Witch/Trap Breaker Alchemist 17, Tier 3 Trickster Archmage | Tricks and Status | HP: 221 | AC: 50, T: 28, FF: 33 | Fort: +21, Ref: +26, Will +22 | CMD: 39 | Init +14, Perception +37. +46 vs. traps, Sense Motive +34

So, who's looking forward to starting the actual roleplay? c:


Male Weremonkey Rogue/Ranger/Trickster

Thursday is party night usually for The Silver Prince and RVT, and its also Easter weekend, which means we'll probably slow down some till Mon.


M Humanborn

i have a fishing trip all day tomorrow, followed by my IRL game. I will be on here in a few hours when i wake up, and then not again until im at my IRL game (i check the boards at that time because i play a warforged fighter so i dont think much)

that said, GIMME SOME GOOD IDEAS for a sweet mythic staff (not staff as in the sense that it has spells on it, i have one of those, but i am enchanting it as a weapon as well.)


Female Human Clever Godling 17 / Eldritch Godling 17 / Hierophant 3 | HP: 182 | AC: 30 [41], T: 17 [28], FF: 28 [39], SR: [27] | Fort: 22, Reflex: 26, Will: 26 [Day: 28/32/32] | BAB: +12, CMB: +14, CMD: 31 | Init: +9, Perception: +31 |

I suppose that depends a lot on how you want to use it. XD Harvesting might be fun for a mythic creature. The psionic effects seem limited to ranged items... o_O Thoon seems like he enjoys rapid strikes, so the Speed enhancement could be fun as well.


Female Human Sorcerer 9 / DD 8 | Ninja 2 / Swash 5 / Shadowdancer 10; 266/266 HP; Init +16, Percept. +35; AC 47/29/33; Fort +21, Ref +33, Will +19; Ki 11/11, Pan 10/10, MP 9/9, LP 2/2

As a god of madness, you need a staff that has trippy reality-altering/mind-bending powers. Things like the ability to pull people into a madness inducing pocket dimension, or to alter your foes' senses so they can't tell who to trust anymore. Nightmare-inducing abilities so you can continue to torment people once you have planted the first seeds of madness in them. Those sound like the tools of your trade.

Not sure what you'd do to enchant it as a weapon. Can make some suggestions mechanically, like courageous which is always great if you can get heroism round-the-clock. Harder to make thematic enchantment suggestions 'cause there's not much in the way of choices. Perhaps you can talk RVT into letting you have an enchantment that makes the weapon do Wis damage on hit in place of (or along with) the normal damage?


Male Kobold Wizard 17/Witchguard Ranger 7/Duelist 10, Archmage 3 | Sunseeker's Power | HP: 197+2d10+17 | AC: 46/36/26, Saves: +22/+34/+21, SR 22 | Init:+21, Perc. +21

How are you getting the extended buffs Trazzle? I'm curious to try and duplicate the feat for myself...

Otherwise, my physical setup is going well, almost done that. Magic is more questionable for the moment.


Male Goblin Witch/Trap Breaker Alchemist 17, Tier 3 Trickster Archmage | Tricks and Status | HP: 221 | AC: 50, T: 28, FF: 33 | Fort: +21, Ref: +26, Will +22 | CMD: 39 | Init +14, Perception +37. +46 vs. traps, Sense Motive +34

I'll take my Barkskin for an example.

Step 1: Acquired Potion of Barkskin, CL 3.
Step 2: Drank potion without consuming it thanks to [urlhttp://www.d20pfsrd.com/magic/all-spells/a/alchemical-allocation]Alchemical Allocation[/url].
Step 3: Pumped it up to CL 17 thanks to Enhance Potion.
Step 4: Double the length thanks to Extend Potion.

My eternal Haste comes from [url=http://www.d20pfsrd.com/classes/base-classes/alchemist/discoveries/paizo---alchemist-discoveries/eternal-potion]Eternal Potion[/ur].

I'm afraid this is entirely the results of my Alchemist class.


Female Human Sorcerer 9 / DD 8 | Ninja 2 / Swash 5 / Shadowdancer 10; 266/266 HP; Init +16, Percept. +35; AC 47/29/33; Fort +21, Ref +33, Will +19; Ki 11/11, Pan 10/10, MP 9/9, LP 2/2

Charis: The trickster path has a couple options for long duration buffs, namely Path Dabbling: Enduring Blessing and Enduring Potion. The former requires tier 3 and the latter tier 6. Between those two it's possible to get two 10 min/lvl buffs to instead have 24 hr duration. Dual-path Archmage/Trickster would let you snag enduring blessing for your tier 3 power.


Male Kobold Wizard 17/Witchguard Ranger 7/Duelist 10, Archmage 3 | Sunseeker's Power | HP: 197+2d10+17 | AC: 46/36/26, Saves: +22/+34/+21, SR 22 | Init:+21, Perc. +21

Eh, I'll be okay with 5 hour buffs. Turns out I can do similar things to Trazzle, though no eternal Haste :)


Monkey, you are correct on legendary items.

Yukio, you have my approval on the goggles.

Tenro, I can give you some ideas on non-combat(ish) abilities for the other half of your quarterstaff.

I WILL HAVE YOUR INTRO UP SOON SO YOU CAN ALL START ROLEPLAYING! SORRY I DIDN'T THINK TO PUT IT UP!


I just thought about this: who would you all rather owe a debt to? Or would you rather start freeform? This part is flexible and I want to see what people could 'see' as being more appropriate for the group. I had a few ideas, one of which I was planning on using, but I want to see what everyone thinks first.


Female Human Clever Godling 17 / Eldritch Godling 17 / Hierophant 3 | HP: 182 | AC: 30 [41], T: 17 [28], FF: 28 [39], SR: [27] | Fort: 22, Reflex: 26, Will: 26 [Day: 28/32/32] | BAB: +12, CMB: +14, CMD: 31 | Init: +9, Perception: +31 |

I suppose it depends on the kind of debt. XD Kinda hard to say until I know what might've happened, why they needed the help, and why they couldn't pay it off until now. Perhaps some (ideally non-evil) god that only accepts payments in certain ways, and is scrupulously exact about how that happens?


Male Goblin Witch/Trap Breaker Alchemist 17, Tier 3 Trickster Archmage | Tricks and Status | HP: 221 | AC: 50, T: 28, FF: 33 | Fort: +21, Ref: +26, Will +22 | CMD: 39 | Init +14, Perception +37. +46 vs. traps, Sense Motive +34

What Camiel said.


Male Kobold Wizard 17/Witchguard Ranger 7/Duelist 10, Archmage 3 | Sunseeker's Power | HP: 197+2d10+17 | AC: 46/36/26, Saves: +22/+34/+21, SR 22 | Init:+21, Perc. +21

Also what Camiel said.


Male Uldra Oracle 17/Witch 7/Winter Witch 10(PrC, Gestalt)

Doesn't make a difference to me, whichever ends up making the game better.

Ice King is mostly done. I will be adding some stuff to him, but anything that isn't already written down I can either look up, or have in mind.

I plan on fleshing out all of his deity traits, like favored animals, colors, weapon, etc, as the game goes on, as they aren't essential till we ascend.


M Humanborn

Except blinging out my staff, Thoon is done.

Im thinking the mythic knock, maybe disintegrate, and phantasmagoria with spending an MP to make it real or something.


Female Human Sorcerer 9 / DD 8 | Ninja 2 / Swash 5 / Shadowdancer 10; 266/266 HP; Init +16, Percept. +35; AC 47/29/33; Fort +21, Ref +33, Will +19; Ki 11/11, Pan 10/10, MP 9/9, LP 2/2

Either way works for me as well. Yukio's definitely not averse to owing a debt, and it's likely in her hunt for magic and rituals she would've needed favors here and there.


Male Kobold Wizard 17/Witchguard Ranger 7/Duelist 10, Archmage 3 | Sunseeker's Power | HP: 197+2d10+17 | AC: 46/36/26, Saves: +22/+34/+21, SR 22 | Init:+21, Perc. +21

Also, what was the consensus on Crafting feats and Wealth? One of the things I'm planning on taking is the Flexible School power, which lets me grab Craft Wondrous Item, so... I'd like to know what to do with that.

I have figured out Charis' base statistics, so in case we run into an Antimagic Field or two I'm ready for that.


Female Human Sorcerer 9 / DD 8 | Ninja 2 / Swash 5 / Shadowdancer 10; 266/266 HP; Init +16, Percept. +35; AC 47/29/33; Fort +21, Ref +33, Will +19; Ki 11/11, Pan 10/10, MP 9/9, LP 2/2

If you have a crafting feat, you're assumed to have used it for all your gear, so you can buy that stuff at the crafting price.


Male Kobold Wizard 17/Witchguard Ranger 7/Duelist 10, Archmage 3 | Sunseeker's Power | HP: 197+2d10+17 | AC: 46/36/26, Saves: +22/+34/+21, SR 22 | Init:+21, Perc. +21

Awesome :)


Male Kobold Wizard 17/Witchguard Ranger 7/Duelist 10, Archmage 3 | Sunseeker's Power | HP: 197+2d10+17 | AC: 46/36/26, Saves: +22/+34/+21, SR 22 | Init:+21, Perc. +21

So, I finished up the base build of Charis, just need to determine buff list and I will be perfectly fine.

(mwahaha)


Female Human Clever Godling 17 / Eldritch Godling 17 / Hierophant 3 | HP: 182 | AC: 30 [41], T: 17 [28], FF: 28 [39], SR: [27] | Fort: 22, Reflex: 26, Will: 26 [Day: 28/32/32] | BAB: +12, CMB: +14, CMD: 31 | Init: +9, Perception: +31 |

Buffs are pretty fun, aren't they? I'm not too worried about antimagic fields, though, if only because we all have at least one artifact to use within them. XD To say nothing of whatever other crazy combinations our characters could pull off.


Female Human Sorcerer 9 / DD 8 | Ninja 2 / Swash 5 / Shadowdancer 10; 266/266 HP; Init +16, Percept. +35; AC 47/29/33; Fort +21, Ref +33, Will +19; Ki 11/11, Pan 10/10, MP 9/9, LP 2/2

Buffs are great, especially at these levels when you can actually have them up for a decent amount of time. Even the min/lvl buffs can be up before a fight starts.

Also, the mythic anti-magic shell is pretty nifty, can choose to let one or more schools work inside it.


Male Goblin Witch/Trap Breaker Alchemist 17, Tier 3 Trickster Archmage | Tricks and Status | HP: 221 | AC: 50, T: 28, FF: 33 | Fort: +21, Ref: +26, Will +22 | CMD: 39 | Init +14, Perception +37. +46 vs. traps, Sense Motive +34

Hah! There's a silly build: Conjuration-permitting anti-magic field. Steel Wall around your foe. Toss some summons inside. Let the games begin.


Female Human Clever Godling 17 / Eldritch Godling 17 / Hierophant 3 | HP: 182 | AC: 30 [41], T: 17 [28], FF: 28 [39], SR: [27] | Fort: 22, Reflex: 26, Will: 26 [Day: 28/32/32] | BAB: +12, CMB: +14, CMD: 31 | Init: +9, Perception: +31 |

That sounds rather fun. XD Just, uh, hope they can't summon anything nastier than you can?


Male Half-elf Image (good enough)Machinesmith 2 HP: 20/20|AC: 17|T: 13| FF: 14| Fort: +5 | Ref: +6 Will:+2 | Int:+2

What are these "buffs" of which you speak? Shenanigans I say!

remember Thirrion has ZERO magical talent. All his "spells" come from his machines :3.


Female Human Sorcerer 9 / DD 8 | Ninja 2 / Swash 5 / Shadowdancer 10; 266/266 HP; Init +16, Percept. +35; AC 47/29/33; Fort +21, Ref +33, Will +19; Ki 11/11, Pan 10/10, MP 9/9, LP 2/2

Even better: Only allow illusions, use Shades and Shadow Evocation, get immunity to almost all illusions through Bloodline Immunity!


Female Human Clever Godling 17 / Eldritch Godling 17 / Hierophant 3 | HP: 182 | AC: 30 [41], T: 17 [28], FF: 28 [39], SR: [27] | Fort: 22, Reflex: 26, Will: 26 [Day: 28/32/32] | BAB: +12, CMB: +14, CMD: 31 | Init: +9, Perception: +31 |

Indeed. ^^ We can be quite good at shenanigans... just imagine the kinds of things we can do with this one:

Spoiler:
NOT THIS DAY!
School abjuration; Level cleric/oracle 5
Casting Time 1 standard action
Components V, S, M
Range touch
Target one creature
Duration 24 hrs.
Saving Throw Will negates (harmless); SR yes (harmless)
This spell marks the target’s body with a unique rune
that represents its fate. The rune prevents death by a
specific type of harm for one day; the type of harm
must be specified when this spell is cast. This harm
can be either an energy type (fire, cold, etc.), a
broad category of dangerous creature (e.g., such as an
animal or a giant), or a specific danger (sword blows,
poison, falling, etc.). For the next 24 hrs., the
target gain a +4 luck bonus to any saving throws
prompted by this kind of attack, and any damage
suffered from it is nonlethal. This nonlethal damage
does not become lethal if it exceeds the target’s
maximum hp. However, if creature falls unconscious,
this nonlethal damage must be healed before the
creature can regain consciousness. A character can
only be under the effects of a single Not This Day!
rune at any time. The rune’s magic can be made
permanent on the caster or another creature using
permanency at a cost of 7,500 gp and a minimum caster
level of 11th.


Female Human Sorcerer 9 / DD 8 | Ninja 2 / Swash 5 / Shadowdancer 10; 266/266 HP; Init +16, Percept. +35; AC 47/29/33; Fort +21, Ref +33, Will +19; Ki 11/11, Pan 10/10, MP 9/9, LP 2/2

Nice spell!

I imagine we're gonna need all the shenanigans we can muster :p


Male Kobold Wizard 17/Witchguard Ranger 7/Duelist 10, Archmage 3 | Sunseeker's Power | HP: 197+2d10+17 | AC: 46/36/26, Saves: +22/+34/+21, SR 22 | Init:+21, Perc. +21

Standard Spell Prep determined, and everything is pretty ok.

I'll calculate his stats with the buffs factored in, otherwise it's pretty good.


Female Human Clever Godling 17 / Eldritch Godling 17 / Hierophant 3 | HP: 182 | AC: 30 [41], T: 17 [28], FF: 28 [39], SR: [27] | Fort: 22, Reflex: 26, Will: 26 [Day: 28/32/32] | BAB: +12, CMB: +14, CMD: 31 | Init: +9, Perception: +31 |

Hmhmhm~

That's a pretty good initiative score. XD


Male Uldra Oracle 17/Witch 7/Winter Witch 10(PrC, Gestalt)

Do most of you guys have either immunity or a high resistance to Cold damage? Gonna be important around me.


Female Human Clever Godling 17 / Eldritch Godling 17 / Hierophant 3 | HP: 182 | AC: 30 [41], T: 17 [28], FF: 28 [39], SR: [27] | Fort: 22, Reflex: 26, Will: 26 [Day: 28/32/32] | BAB: +12, CMB: +14, CMD: 31 | Init: +9, Perception: +31 |

I'll have Resist Cold 10 once I've gotten the Sublime template... plus a fair bit of spell resistance. XD If nothing else, though, I can just stand back far enough to avoid getting caught in the blasts.


M Humanborn

Resist 30 w/ improved evasion; ref save +25


Male Kobold Wizard 17/Witchguard Ranger 7/Duelist 10, Archmage 3 | Sunseeker's Power | HP: 197+2d10+17 | AC: 46/36/26, Saves: +22/+34/+21, SR 22 | Init:+21, Perc. +21

I can grab that as part of my daily buffs, but... I dunno how well that'll work for me.


Male Uldra Oracle 17/Witch 7/Winter Witch 10(PrC, Gestalt)

So I am totally bummed. I had a really cool idea for my witch knife. I was going to make it Dancing and give it intelligence and spellcasting. Then have it able to cast Twilight Knife and set up flanking with itself and the Knife...

But Dancing weapons only exist in your square or adjacent and apparently do not grant flanking.

Sad Ice King.


Female Human Sorcerer 9 / DD 8 | Ninja 2 / Swash 5 / Shadowdancer 10; 266/266 HP; Init +16, Percept. +35; AC 47/29/33; Fort +21, Ref +33, Will +19; Ki 11/11, Pan 10/10, MP 9/9, LP 2/2

You might be able to do it with the "Animate" and "Fly" legendary abilities for an intelligent weapon. Then your weapon would be able to move around on its own and hence might be able to flank.


Male Weremonkey Rogue/Ranger/Trickster

Yea, I was thinking that as well. Not sure just yet what I'll do.


Female Human Sorcerer 9 / DD 8 | Ninja 2 / Swash 5 / Shadowdancer 10; 266/266 HP; Init +16, Percept. +35; AC 47/29/33; Fort +21, Ref +33, Will +19; Ki 11/11, Pan 10/10, MP 9/9, LP 2/2

RVT: Any idea when the intro post will be up?

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