For Great Justice! (Inactive)

Game Master Sundakan

Superheroes in Golarion. Is all you need to know.


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Male Human Hp 47/47; AC 26 (Touch 17, FF 19); CMD 13, Saves: +6,+11,+7, Deaf, 30 ft; Perception +9 ; Sense motive +9; Initiative +6

Would the Shadow's Sight vigilante talent work despite the oracle clouded vision curse?


Sure.

Out to the range of your Clouded Vision.


Male Half- Elf Vigilante(Warlock) 4/ Fighter (Trench Fighter)4 | HP 35/52| AC 24 T 17 FF 18| Fort +7 Ref +11 Will +3 | CMD 22 | Init +8 | Perception +4

I do want to note Mystic Bolts indeed require heavy use of the weapon as you wield them just like them they simply dont get enchants and whatnot unless you do them a certain way. You could I suppose throw them however but I'm not fully sure they are thrown or just shot out, I would assume shot out as you need a free hand.

I see there is another Warlock I suppose. I assume you are going Fire? Tim here uses Electricity/Fire basically.


Aren't they touch attacks? If not, then yes the penalty applies.


Male Half- Elf Vigilante(Warlock) 4/ Fighter (Trench Fighter)4 | HP 35/52| AC 24 T 17 FF 18| Fort +7 Ref +11 Will +3 | CMD 22 | Init +8 | Perception +4

They originally do not start as touch attacks and the ability doesn't come until 4rd, where you can make one after 5th you can make them all but they can be used with feats such as TWF and Rapid Shot. Basically they are more weapons than say Kinetic Blast and Rays but Less Weapons than Guns or Actual weapons.


Yeah. Then for any touch attacks you can ignore the penalty. Before then you need to actually whack them.


The sacred fist warpriest archetype says that 'This ability works like the monk ability of the same name.' Do I use core monk or unchained monk version of this ability?


Core.


M Human Paladin/Avenger 4 | HP 60/60 | AC 23 [+2 after PA] T 12 FF 21 | CMD 21 | Fort +14 Ref +12 Wil +12 | Init +4

so i was looking at the divine bond class feature

and i was looking at the possible choices for animal friend

and there was a major problem

none of them were dragons


Melina's basic build is done and entered into her profile. I still need to add some gear and pick spells. Picking spells is going to take a while since she is gestalt of two spellcasting classes.


M Human Paladin/Avenger 4 | HP 60/60 | AC 23 [+2 after PA] T 12 FF 21 | CMD 21 | Fort +14 Ref +12 Wil +12 | Init +4

Thomas is done. Click the link on "Human" in his infobar to see his sheet.


Male Human Aegis/Vigilante(Avenger) 4 | HP 53/56 | AC 21[23], T 13, FF 19, SR 13 | Fort +9, Ref +7, Will +8 | CMD 22, FCMD 20 | Perc +10, SM +10 | Init +2

"HAHA! YES! ANOTHER TITAN IN STEEL JOINS OUR RANKS! THERE IS NO GREATER JOY THAN WATCHING FOUL EVIL BREAK UPON YOUR ARMOR AND SEEING TRUE FEAR ENTER THEIR EYES WHEN THEY OPPOSE UNBREAKABLE...UNYIELDING JUSTICE!"


M Human Paladin/Avenger 4 | HP 60/60 | AC 23 [+2 after PA] T 12 FF 21 | CMD 21 | Fort +14 Ref +12 Wil +12 | Init +4

You have a +1 weapon. I don't think we're supposed to have those, but I wasn't 100% clear on that.


Yeah, don't buy magic weapons or armor, guys. We aren't using the ABP rules as written, but there will be something to replace those.


Should we be buying masterwork?

Also, from the warpriest side of the gestalt, I can use fervor to cast a warpriest spell (with one round or less casting time) on myself as a swift action. I just wanted to check my assumption that I cannot use this ability on spells from the other side of the gestalt (inquisitor spells through zealot vigilante).


You need Masterwork to add other special weapon enhancements like Furious.

And no, you cannot Fervor Inquisitor spells.


Male Goblin Vivisectionist Trap Breaker 10
Sundakan wrote:
Yeah, don't buy magic weapons or armor, guys. We aren't using the ABP rules as written, but there will be something to replace those.

Aye aye captain!


Male Gnome/Devil Sorcerer 13

So just to be clear- +1 weapons and such are a no-go, but weapon enhancements like Furious and Conductive are okay? Been having computer troubles, but hopefully I'll have a finished product up tonight-didn't notice the reduced WBL at first and it's really screwing with me.


Yes.

Also, not sure how half WBL screws you when the stuff you usually spend far MORE than half WBL on is already taken care of.


Male Gnome/Devil Sorcerer 13

It was mostly for RP, but I wanted a Shawl of Shadowy Disguise as part of my vigilante identity-the idea was to have her be this dark, unidentifiable figure walking around shooting people. But I really want the conductive longbow as well, so that I can shoot people with my terrors/devastating touch.


Male Human Swashbuckler/Stalker 4 | HP 25/48 | AC 26, T 20, FF 18 | Fort +7, Ref +12, Will +8 | CMD 23, FCMD 17 | Perc +9, SM +6 | Init +10

Then I guess we'll have to make some money through mercenary work heroic deeds.


Male Human Aegis/Vigilante(Avenger) 4 | HP 53/56 | AC 21[23], T 13, FF 19, SR 13 | Fort +9, Ref +7, Will +8 | CMD 22, FCMD 20 | Perc +10, SM +10 | Init +2

It's tough spending 1000 gold on weird roleplay stuff and equipment.

But it's nice having like 200 light load capacity.


Male Human Swashbuckler/Stalker 4 | HP 25/48 | AC 26, T 20, FF 18 | Fort +7, Ref +12, Will +8 | CMD 23, FCMD 17 | Perc +9, SM +6 | Init +10
alexgndl wrote:
It was mostly for RP, but I wanted a Shawl of Shadowy Disguise as part of my vigilante identity-the idea was to have her be this dark, unidentifiable figure walking around shooting people.

Hot damn, that's a cool item. I don't mean to steal your thunder or anything, but...I'm taking it.

I'm sure our enemies will be even more terrified of TWO dark, unidentifiable figures walking around, one shooting and one stabbing.


Male Half- Elf Vigilante(Warlock) 4/ Fighter (Trench Fighter)4 | HP 35/52| AC 24 T 17 FF 18| Fort +7 Ref +11 Will +3 | CMD 22 | Init +8 | Perception +4

Three, Though That will be out of no where... because Invis.. and then Suddenly gunshots and lightning.


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Female Human Vigilante (Avenger)/Dread 4 | HP 48/48 | AC 20, Touch 16, FF 16 | Fort 6, Ref 9, Will 7 | CMD 20 | Init +6 | Perc +9, SM +7, Diplomacy/Intimidate +13 | Low-Light Vision, Darkvision
Arthur Balond, "Blackjack" wrote:
alexgndl wrote:
It was mostly for RP, but I wanted a Shawl of Shadowy Disguise as part of my vigilante identity-the idea was to have her be this dark, unidentifiable figure walking around shooting people.

Hot damn, that's a cool item. I don't mean to steal your thunder or anything, but...I'm taking it.

I'm sure our enemies will be even more terrified of TWO dark, unidentifiable figures walking around, one shooting and one stabbing.

Fine with me, the more the merrier!

By the way-if I take the safe house thing, and say that the building it's in is next to wherever someone else's is, could we like...eventually merge them into a mega-safehouse? I know Blackjack has his in a bar/gambling house, and I was thinking of having Lauren be the proprietor of a smallish alchemy shop nearby. Since the safehouse grows as we level, we could eventually meet up. And how awkward would it be if while I'm knocking out the back wall, I punch right through into Blackjack's area?

Think she's more or less done, just gotta get the mundane backpack/gear stuff situated. Also she needs a superhero name. Was thinking "Gloomstalker", but I might save that for when she gets the shawl.


he, he, he... Invisibility is also on the inquisitor spell list...


Female Human Vigilante (Avenger)/Dread 4 | HP 48/48 | AC 20, Touch 16, FF 16 | Fort 6, Ref 9, Will 7 | CMD 20 | Init +6 | Perc +9, SM +7, Diplomacy/Intimidate +13 | Low-Light Vision, Darkvision

Surprisingly, invisibility is not on the Dread's. Which sucks, because that'd make for an incredible "OOGA BOOGA BOOGA" type thing. We have a shockingly small power list, which is going to blow. 20 powers known at level 20, unless you blow a feat to learn more.

EDIT: Standard 2 traits/3 with a drawback? Didn't see it mentioned yet.


2 Traits, no Drawbacks.


Male Human Swashbuckler/Stalker 4 | HP 25/48 | AC 26, T 20, FF 18 | Fort +7, Ref +12, Will +8 | CMD 23, FCMD 17 | Perc +9, SM +6 | Init +10
Lauren Kravos wrote:
And how awkward would it be if while I'm knocking out the back wall, I punch right through into Blackjack's area?

"Hey, you got your alchemical reagents in my booze!"

"Hey, you got your booze in my alchemical reagents!"

And then they went on to invent alcoholic alchemy.

So anyway I'm done with equipment. Ready to start when everyone else is.


I can't complete choosing spells until I know what is happening in terms of weapon enhancements.


Female Human Vigilante (Avenger)/Dread 4 | HP 48/48 | AC 20, Touch 16, FF 16 | Fort 6, Ref 9, Will 7 | CMD 20 | Init +6 | Perc +9, SM +7, Diplomacy/Intimidate +13 | Low-Light Vision, Darkvision

So how're we going to start this? Do we all know each other, either in our superhero or secret identities? Do we start out being solo/small team vigilantes before starting the Super Golarion League? What're everyone's thoughts?


You guys can hash out your preferences on that, and I'll work with whatever.


Male Human Aegis/Vigilante(Avenger) 4 | HP 53/56 | AC 21[23], T 13, FF 19, SR 13 | Fort +9, Ref +7, Will +8 | CMD 22, FCMD 20 | Perc +10, SM +10 | Init +2

I imagine we know OF each other in our superhero identities but not secret identities unless specified.

Our first meeting can be a clandestine gathering to join forces since we more or less try to do the right thing.

Or...we all showed up to stop the same villain. That would be humorous. And overkill depending on the crime hah!


Male Gnome/Devil Sorcerer 13
Jasper Gardnt "Steel Sentinel" wrote:


Or...we all showed up to stop the same villain. That would be humorous. And overkill depending on the crime hah!

STOP RIGHT THERE CRIMINAL SCUM!


Male Goblin Vivisectionist Trap Breaker 10
alexgndl wrote:
Jasper Gardnt "Steel Sentinel" wrote:


Or...we all showed up to stop the same villain. That would be humorous. And overkill depending on the crime hah!
STOP RIGHT THERE CRIMINAL SCUM!

COME BACK HERE- wait who are you?


I'm a little overwhelmed picking out two classes worth of spells. Can I ask if any of you have general strategy ideas? The warpriest side has fervor (so can cast on self as a swift action), and is a prepared caster; the zealot side does not have fervor, and is spontaneous. The warpriest side can also swap in cure spells.


The Inquisitor list is an EXCELLENT buff/utility list.

When I play one I generally focus on long term buffs (like Heroism), things that make me better at inquisiting (Bloodhound and Acute Senses, those kinds of things), and then general utility ( a Dispel Magic or Cure Serious or Banishment for a pinch, for example). In that order.

For Warpriest? I'd say stack up your short term buffs over there for use with Fervor, and leave some open slots for unexpected condition removal and the like.


Male Human Swashbuckler/Stalker 4 | HP 25/48 | AC 26, T 20, FF 18 | Fort +7, Ref +12, Will +8 | CMD 23, FCMD 17 | Perc +9, SM +6 | Init +10

Have you decided how you want to do weapon enhancements?


I'm thinking the progression will go like this:

3rd: +1
7th: +2
11th: +3
15th: +4
19th: +5

Special enhancements can be bought as normal, though on a separate progression (ex the free Enhancement doesn't factor into the cost; A +1 Furious weapon costs 2k, not 8k).

I like the idea of "Legendary Gifts", so if we ever get that far I'll come up with some neat ones that aren't just "+1-2 this". Maybe less gonzo versions of Legendary Artifacts from Mythic.


How do spells that give a +1 or +2 to weapons work? Do they stack with these bonuses? (If not, it doesn't make sense to learn a spell that gives a +1)


Male Human WWE Champion (Tetori/Brute)| HP 56/56| AC 18, FF 16, T 13 | Fort +10, Ref +7, Will +5 | CMD 23(25) | Perc +7, SM +7 | Init +2
Melina Tribani wrote:
How do spells that give a +1 or +2 to weapons work? Do they stack with these bonuses? (If not, it doesn't make sense to learn a spell that gives a +1)

To be fair, it usually never made sense to learn those spells to begin with. Even if you were level one and afraid of Shadows it's better to just carry an oil.


Melina Tribani wrote:
How do spells that give a +1 or +2 to weapons work? Do they stack with these bonuses? (If not, it doesn't make sense to learn a spell that gives a +1)

They don't stack. Abilities that add to existing Enhancement (like your Sacred Weapon ability) do, however.


Female Dwarf Oracle/Vigilante Gestalt 4 | HP 40/40 | AC 26, T 13, FF 18 | Fort +7, Ref +5, Will +6 | CMD 22, CMD 13 | Perc +9 | Init +1

Done with the bulk of the profile. Sorry it took so long. I've got to spend the rest of the cash and finish up spells, but otherwise it should be good to go. I'll try and finish up tonight, but...remember how I said I was getting a day off? Apparently, those are things that happen to others, so I'm not on day 10. Work is starting to feel more like home than my house.

I added the special campaign bonuses as 'Runes', bar the newest weapon based ones. I'll add them later, too.


How many of us are there? I've lost track with the different aliases everyone is using. I don't know if the calculation someone posted earlier of how much everyone should contribute if we were all chipping in for a cure wand is accurate anymore.


Male Human WWE Champion (Tetori/Brute)| HP 56/56| AC 18, FF 16, T 13 | Fort +10, Ref +7, Will +5 | CMD 23(25) | Perc +7, SM +7 | Init +2

El Beasto just buys one by himself. Problem solved.


Sundakan wrote:

I'm thinking the progression will go like this:

3rd: +1
7th: +2
11th: +3
15th: +4
19th: +5

Special enhancements can be bought as normal, though on a separate progression (ex the free Enhancement doesn't factor into the cost; A +1 Furious weapon costs 2k, not 8k).

I like the idea of "Legendary Gifts", so if we ever get that far I'll come up with some neat ones that aren't just "+1-2 this". Maybe less gonzo versions of Legendary Artifacts from Mythic.

So, uhm, I don't get it.


What don't you get?

You get a +1 Enhancement to an Attuned weapon at 3rd. It increases every 4 levels thereafter.

You can purchase other enchantments, but ignoring the Enhancement bonus when figuring out the cost.


I'm interested in the armors. What I'm getting ist hat basically I have a default +1 armor and if I use a shield also have a default +1 shield?


Also, for the evolved companion feat, do I get the evolution of hte old or the new eidolon?


I've never done anything like the automatic weapon progression you mentioned, so I want to make sure I'm understanding this correctly. I have a masterwork glaive. This bonus makes it act like a +1 glaive, correct?

Are we also doing something like this for armor? If so, can I apply it to clothing since I can't wear armor?

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