GM Choon Presents: The (Gestalt) War of Dragonfires (Inactive)

Game Master Choon

Current Battle Map


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I went Destruction, Warp, Life, Telekinesis.

Mostly Destruction (7 talents)
Life because heals are useful (3 talents)
Warp for convenience (2 talents)
Telekinesis mostly for Flight. (2 talents)


Thank you Tenro, I will probably be heavy in Destruction too but for a same end result (to kill the opposition) but a different build purpose.


GM Choon wrote:

Oyzar, I'm torn. They probably eratta/nerfed that for a reason. I'll show you the final embrace chain so there's at least a cost to your constrict.

Edit- as to attacking with int, I'll look into it.

Do you mean "allow" instead of show? If so, that would be great. If the errata remain in place I'll probably never get to use those actions since the warder side will likely use up the swift actions.

Hope things turn out favorably for me for int to attacks, though I might pick up weapon finesse regardless.

Pirana Strike does not have the same mention of 50% extra damage for natural attacks that add 1.5 of ability modifier. Would you let me get that regardless for the hair (as it'll be adding 1.5 int as long it's my only natural attack)? I doubt my strength will be high enough to pick up power attack instead. Edit: I guess I need the strength of I'm going to pick up final embrace...

Space for feats will be pretty tight...


Feat space is one of the drawbacks of gestalt builds.


GM Choon or fellow players,

Just verifying the 20 point buy for abilities is the standard Paizo purchase or 1-for-1?


Standard purchase.


What level are firearms?


Emerging


i did point buy as appears on this page. it is definitely not 1-for-1. was i correct or incorrect?


Yeah that's the page Tenro.


Ah, considered a gunslinger, but firearms at emerging as implemented are nearly impossible to play unless you do a dual wielding pistolero.


mdt wrote:
Ah, considered a gunslinger, but firearms at emerging as implemented are nearly impossible to play unless you do a dual wielding pistolero.

No... They may be nearly impossible to compete in the DPR Olympics unless you do a duel wielding pistolero.

But they are far from unusable.

Quick example, looking for pure damage.
Musket Master, using a Double Hackbut.
Add in Vital Strike.
Go 1 level in barbarian (or 6 in this case), get Furious Finish (get so angry you SHOOT HARDAR!)
Heck, go Urban Rager for more dex.
Heck, heck. Get large size somehow (permenancy?)
As best as I can tell 2d12 becomes 6d6? Ill go with that.
Furious finish a shot and it becomes 12d6 maximized (+ static bonuses) or a flat 72 damage before things like Dex or deadly aim are added in. Heck, add flaming enchant for an extra 6 fire damage (it gets maximized too).

Then you have free action reloads, touch attacks, rage cycling, rage powers... you have enough to be usable.

Dont like Furious Finish cheese?
Then try something else. Like;

Go half-giant (psionics) with a permenant enlarge person cast on you and carry around a huge culverin and act like you are carrying a cannon.

Go Gunslinger/Alchemist with the Explosive Missile and shoot literal bombs through your gun.
Heck. Shoot friggen Missiles at people!

Or go Gunslinger/Spellslinger Wizard and shoot spells at people. I am sure that there must be some combinations that are good...

Or find some obscure or unusual feat and work from that. Hamatula Strike Oddly works with ranged attacks, so create a build that shoots people and then teleports them into your hands (if you grapple a creature further then 5ft away from you, RAW you move them beside you. Screw reposition!). Create a shooting/grappling hybird :/
Edit: except BAB +7. Still, you get the point.

And many more besides those.
Look, my point is that the only "impossibility" for a non-pistol gunslinger is in the DPR Olympics, and even that I would dispute (as the above Barb-Slinger), ESPECIALLY with the options granted in this campaign, such as gestalt or psionics or spheres.

Final point: Gunslingers have ample oppertunity to create a usable build, especially in this kind of campaign.


Gunslinger (Musket Master)/Wizard (Spellslinger) and Gunslinger (Musket Master)/Alchemist (PFS Grenadier) are good combos!

Half-Giant is good but kind of sucks (not totally but kind of sucks) with a -2 DEX.


I have my concept and doing all of the fine tuning. Taking a bit longer since I don't have a Hero Lab Module for Spheres of Power.


GM Choon, are you going to allow Advance Talents if prereqs are fulfilled?

What creatures do you consider to have magical flight? Dragons, Demons, or those who obviously used a spell to give them flight? With a few exceptions, I think Dragon Flight is natural especially those that have wings but others may disagree and say all dragons have magical flight.

On a Joking Side Note:

I hear the Imperial March being played ... :-)

Choking Grasp

Prerequisites: Telekinesis Sphere, Telekinetic Crush, 15th caster level or higher

As either a stand-alone standard action or as part of maintaining a Hostile Lift, you may spend 2 spell points to suffocate a target within your telekinesis range. The target must make a Fortitude save or have its hit points drop to 0 and fall unconscious on its next turn as if it had failed a constitution check against suffocation. In the next round the target must make a second Fortitude save or drop to -1 hit points begin dying. In the round following that they must make another Fortitude save or suffocate and die. Succeeding on any of these saves prevents further saves and stops the effects from worsening, but does not negate the effects of any previously failed saves. This talent only affects living creatures that must breathe.


Cam James wrote:
Lots of excitement about firearms in Pathfinder

Yes, you can get a gunslinger to be workable, especially with gestalt. However, even with gestalt, you have to put a ton of work into it to even get close to how effective a fighter or zen archer or barbarian is. Which means you can't really do anything OTHER than be good at firearms, whereas all three of the above can be good at other things. The feat cost to be effective with emerging firearms is worse than the feat cost to be a magic item maker or a crit fighter. While it's possible, it kind of sucks the fun out of it for me to not be able to branch out a bit and be 'good enough'.


Are you ok with Oriental builds? That is, something like a Ninja/Monk? I'm thinking a Rogue_Ninja/Sohei_Monk.


Anderlorn wrote:
GM Choon, are you going to allow Advance Talents if prereqs are fulfilled?

I wasn't aware those needed special approval. Probably because I was unaware of their existence.

mdt wrote:
Are you ok with Oriental builds? That is, something like a Ninja/Monk? I'm thinking a Rogue_Ninja/Sohei_Monk.

Yes.


I didn't get a final verdict on what you think of using int for attack for white haired witch. Did you decide if you will allow it?


Lots of disagreement. I'll allow it.


Are we using background skills?


No, no background skills.


GM Choon wrote:
GM Choon, are you going to allow Advance Talents if prereqs are fulfilled?
I wasn't aware those needed special approval. Probably because I was unaware of their existence.

I don't think they do, it was someone who made a statement sounding like they should. Going to the page, there is no statement stating that the talents require extra GM approval. In other words, Advance Talents comes with the SoP package.


Indeed. I'm seeing no caveat saying that they are optional.


Spheres of Power, pg. 116 wrote:

However, as Spheres of Power is, by definition, designed for those who wish to augment the standard Pathfinder Roleplaying Game, these abilities are listed here as

optional rules, so that they may be used or discarded as the
game demands and the players and GM see fit.

Actually, Advanced Talents are optional rules for SoP.


Character Sheet

A bit hard to do a background without knowing the world setting. Jing is a martial arts/archer/infiltration specialist.


Still working on my character due to a bit of a distraction, should be done soon though and can get in the action in either the next evolution or arrive during this one.


With all the damage the Party just did this battle will be over in a couple rounds.


Tenro's submission (will be using this alias for more characters after this one dies)


Crap, I like that Avatar Ten!


nyeh heh heh!

it is surprisingly low on the list, i usually pick a few relevant filters and then sort by usage and start at the least-used one that i like and that makes sense.

i wanted a relatively faceless character avatar for someone who is going to die again and again.


Still here and working on my toon.

Just lots to think about and consider.


No worries. This one is very much in the PC's court, though I did just knock one out. >:)


Posting intrest, with a request-

I have two ideas-

A Wizard//Psion

A Soulweaver//Cleric

A Artisan//Incanter?

I'll probably make one of each later on, but currently, I'm wondering about item crafting- Primarily, do Artisans gain an extra 50% worth WBL worth of stuff they can craft, plus their craft reserve?

Alternative, as a silly idea, what about just a level 6 commoner with no money, but six random artifacts, and just one random minor magic item in each item slot.


GM Choon wrote:
No worries. This one is very much in the PC's court, though I did just knock one out. >:)

Was it a pure Spheres of Power character ... ;-)

I am making an Armorist-Blaster/Incanter. After I make this one, I will create his relief/replacements;

A Half-Giant Soulknife (Armored Blade, Warsoul)/Aegis(Aberrant) (STR/WIS, Prodigious Two-Weapon, Multi-Weapon)

And

A Human Soulknife (Armored Blade (Light Impr Armor), Gifted Blade)/(Dark Tempest @ 7th level)/Unchained Monk (Unchained Monk of the Empty Hand) - I have rules on how to convert normal Monk Archetypes to Unchained if permitted.


Unfortunately, crafting is disallowed. The others sound cool though.


Is there a time new characters will be introduced?


Yes. In the lull between battles. This one will be over in a round or two, so not much longer.


GM Choon wrote:
Unfortunately, crafting is disallowed. The others sound cool though.

Dang- I've always wanted to try an Artisan, but I can never find a game to play one in. Makes me sad.

Ah well- Though, thinking about it, I could get the same kinda feeling of someone rich with the random artifact guy-

So I think I'll try the random artifact guy then! A level 6 commoner with nothing but a bunch of items to his name- Artifacts that only work on those of the Bloodline Ritchy Ritchington (Not actual name, to be named). So a level 6 commoner with these (I took the time to place all items below 8k on a table, plus all the artifacts)

Here's a bunch of rolls:
Link to the table

Artifacts:
1d260 ⇒ 137: Bone House
1d260 ⇒ 184: Necropyre Crystal
1d260 ⇒ 13: Book of the Damned - Daemonic
1d260 ⇒ 218: Sphere of Bleeding Snowflakes
1d260 ⇒ 211: Shadow Urn
1d260 ⇒ 254: Witherfang

Wondrous Items:
Belts: 1d27 ⇒ 19 Gutbite Belt - A belt that tries to eat people who grapple me. Huh. It's a +2 belt of constitution, at any rate.
Body: 1d24 ⇒ 14 Pressure Suit - Basically a suit of endure elements, that pose a -1 ACP.
Chest: 1d21 ⇒ 11 Vest of Shed Servitude A homoculus appears when I am critted or take sneak attack damage. Well, that'll be useful to protect my corpse :D
Eyes: 1d19 ⇒ 13 Marker's Monocle - Track Folks. And tell how much money they have.
Feets: 1d38 ⇒ 8 Boots of Gusto The Dering Doo Swashbuckler deed- Add 1d6 to Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check 3/day.
Hands: 1d38 ⇒ 26 Extractor's Gloves Steal a weapon's special ability- Now this is nice! Only 1/day though. And requires a CMB check.
Head: 1d51 ⇒ 2 Bridle of Tricks I now know three handle animal tricks.
Headbands: 1d20 ⇒ 4 Dead Man's Headband Grants a +2 competance bonus to intimidate. And keeps my hat from flying off.
Necks: 1d91 ⇒ 59 Pendant of the Souk - Actually really good. Identify 1/day. +2 too illusion saving throws. +5 bonus to appraise.
Shoulders: 1d44 ⇒ 25 Cloak of Blood Alarm (Ratfolk) - Alerts ratfolk nearby if ratfolk blood is shed
Wrist: 1d25 ⇒ 1 Sleeves of Many Garments - Sleeve of many garmets.
Iona Stones: 1d77 ⇒ 28 Gold Nodule (Flawed) Ioun Stone I can comprehend a single language! Not speak it though.
Wonderous Items: 1d528 ⇒ 291 Trollbone SUMMON A TROLL! Once! For 2d4 rounds.

Other Stuff? Add if you want, I guess?
Rods: 1d8 ⇒ 1 None or the wracking rod, since I forgot to subtract one. 5/day CLW with 2d4 rounds of fatigue.
Shields: 1d41 ⇒ 14 Zombie Skin Shield +1 light shield. Summon a zombie 1/day. Not that bad.
Armor: 1d15 ⇒ 6 Starsong Mail +1 armor, plus a nightly, nutritious meal. Nice.
Rings: 1d56 ⇒ 39 Ring of Far Strike Make a melee attack at 30 feet. Might be useful one day.
Weapons: 1d94 ⇒ 39 Adamantine Battleaxe Exactly what it says on the tin.

Mundane Items (Because why not)
Entertainment: 1d20 ⇒ 4 5 inch ball - Exactly what it says on the tin.
Adventuring Equipment: 1d337 ⇒ 104 False-Bottomed Chest Exactly as it says on the tin.
Alchemical Remedies: 1d60 ⇒ 28 Icecap Ale One use +2 to strength and dex drug. Then you're too hammered to think.
Alchemical Tools: 1d158 ⇒ 119 Rockshard Canister Turn blunt weapons into piercing weapons.
Alchemical Weapons: 1d87 ⇒ 4 Alchemical Coal (Blinding Cinders) Kobold Coal, grants 1 use breath weapon.
Clothing: 1d64 ⇒ 6 Caul- A damn fancy hairnet, you know. One of the best. The best hairnet. fancier than your hairnet.
Kit: 1d80 ⇒ 77 Light Kit - Stuff for making light. You know. Rather than feeding yourself.

Also, I discovered that there are a lot of artifacts, but not on the d20pfsrd. Archives of Nethys has 200 vs the pfsrd's 70 or so. If you don't want this character, that'd be fine- I'll just make the Wizard//Psion. Or just take some of the items.


Artisan looks cool and doesn't necessarily need to share his power or creations to others.


First impressions for artifact guy, so far so good. Generally artifacts are a no go for me, but sacrificing all your class abilities might just be worth it. Maybe. We shall see.
That said, please reroll the Sphere of Bleeding Snowflakes. That's going to be severely disruptive to the environment you're going to be playing in.

I'll take another look at the Artisan when I can, but having access to +50% wealth in a gestalt game is huge.


GM Choon wrote:

First impressions for artifact guy, so far so good. Generally artifacts are a no go for me, but sacrificing all your class abilities might just be worth it. Maybe. We shall see.

That said, please reroll the Sphere of Bleeding Snowflakes. That's going to be severely disruptive to the environment you're going to be playing in.

I'll take another look at the Artisan when I can, but having access to +50% wealth in a gestalt game is huge.

Alright, rerolling Sphere of Bleeding Snowflakes- Was wondering just how the heck I'd use it, anyway-

1d260 ⇒ 176 - Red Mantis Blade
As for the artifacts- Well, I have four mummies with me, an instant fortress, a +3 sword that's draining 1d4 con a week, +2 bonus on all charisma checks, a one time use ability to summon a greater shadow, will get fast healing 10, and a +2 axiomatic sawtooth sabre, with 1d6 sneak attack.
Also, holy crap is this guy evil. Summoning undead. Killing innocents to gain a +5 to saves. All the necromancy. The only good thing on him is the starmail.

As for the artisan- The Artisan is a crafting-focused class, and as such, without crafting, they've kinda lost half their class features. As it stands, I'm just quoting what I read on the SRD somewhere- If someone takes multiple crafting feats, they should gain +50% WBL.

Should you wish, we could do a more restrictive version of the WBL chart-

WBL modified:

6000 on weapons or other offensive items (Such as wands)
6000 on defensive items (Such as smokesticks)
6000 on other magic items
3600 on consumables
2400 on mundane items and gold.

You have several pools of magical essence (as on the table:Artisan), and can use them to craft stuff at half-price, following those rules (No more than spending 50% of the price can be spent on a single item).


I call dibs on that sword he has after he dies...lol


I hate Intelligent weapons unless they are Legendary and my character has Beyond Morality (Ex) Mythic Universal Path Feat. The GM has enough control over my character, I don't need another one segway ... lol


If and I say If any of our PCs make it out this death trap of a battle don't be surprised if our PC treat the new PCs coming in as vets meeting the"fresh meat" in a very "Nam" way. Not being mean but until you have survived a battle in the trenches you ant got no history. Hehe.

"Where surrounded Sir."

"Where meant to be surrounded son, where paratroopers"


CLERIC!! NEED CLERIC!!.

Really has become clear that we need hardcore healing in combats like this. Where did well until hit and we have no means to save lives and regain HP for the party, of if your thinking of making a PC

CLERIC / HEALER
Wanted


just to note that was just an idea not a demand


Pretty sure nobody wants to play a heal bot bruh.

I might roll up a Zealot doe....

Maybe Zealot//knight disciple?

Knight disciple gets empowered healing maneuvers. But another psionic class paired with zealot using the shared pain/vigor?

Yeah a healing surge wilder//zealot is a pretty strong healer and damage sponge. I think there is even a zealot that specializes in using silver crane maneuvers too.

So you are reducing ally damage for 5 hp per level, and then can pay to reduce that damage to yourself to 2 hp, then share that reduced damage with your psycrystal....so for every 30 hp your ally takes you instead take 6 hp of damage, which gets soaked up by your temp hp through either vigor or some nice maneuvers like thirsting axe strike. You are doing this as a free action every round. You really can't beat that meign.

That's not even counting the buffs you are giving eveyone one ever round, especially if you use Community-Minded. That's freaking nasty.


I know a build that would keep youall up through that without breaking a sweat. No, I'm not going to tell you. ;)


Hrm, starting to think, "I won't build this optimized" was the wrong path to take...

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