| Big OM |
I need some help with a rule question or a ruling. If I want to apply Magical Lineage(trait, reduce the level advancement of meta-magic by 1 for a single spell) to Heightened spell (feat, treat spell as the level of the slot it is cast from) what would happen? a free one level higher, nothing as the spell is moved to a lower slot, the two can't be combined?
Almost done with crunch now, two spell lists take some time choosing.
| Kommandar Killjoy |
I am aware setting up the boomcannon is a full round action, however I intend to ignore that and eat the -4 to hit 90% of the time (I errorenously called it doubleshot. Will change it).
Since I will be vital striking all the time, my damage would be 18d6+11/x4, so average 128 with 1 shot, sucks if I miss :)
If I went up to huge I believe it would be 24d6+10/x4, average 143. Woe be the poor sap I crit XD whops, my math is way wrong! Let me rethink
Full attacking with rapid fire would be stronger but like I said, I like the image of a single cannon shot over the gatling gun :) same reason I took the thundering enchantment, what boomcannon would be worth it without the boom?
Combining belts. That is exactly what I was looking at :) just wanted to check :)
Glad you like the optimization ^-^ we are 5 levels shy and using horrendiously powered gestalt combos so I figured is make use of it >:D
You also said you wanted optimized characters...
Alright thanks! I will keep plugging away at it ^-^
| Validk Ghujod |
@Big Om Magical Lineage is applied to one spell. Pick one, can't change it.
So you pick Fireball.
You're 12th level. You want to boost that spell from 3rd level to 5th level to boost the DC. Normally you would have to memorize it in a 5th level slot.
With Magical Lineage you would only need to have it memorized to a 4th level slot for a 5th level benefit.
Note that Magical Lineage is a benefit applied to the spell, not the metamagic feat. So you could also have your fireball in the normal 3rd level slot and cast it heightened to 4th.
| Validk Ghujod |
@Kommandar Do you realize that Vital Strike is a type of standard action? It can't be used with other attack actions (like charge). Nor can it be applied to a full attack.
It's a feat that gives extra damage when you are only going to be able to get in one attack. If you are standing still and using multiple attacks, then you can't use VS.
It also wouldn't work with Dead Shot, since that is a full-round action.
Curious: If you are using both barrels in your shotgun firing bullets instead of shot, your base damage is 4d6. Improved vital bumps that up to 12d6. I see where gun training lets you add +8 to the damage. But I don't see where the rest of your damage dice and add on damage are coming from. Can you explain it?
Thanks
| Gror Durrikson |
I'm happy you asked us to optimize as well, it was a fun challenge! Speaking of which, I think you may've underestimated Gror's average damage.
If all Gror's attacks hit on something he's gonna be doing like 145. Granted, you have a much better chance to hit.
I came up with a substantially different average, so wanted to run it past you and make sure I'm not misunderstanding anything.
Assuming all hit, he'll get:
Claw x4 (1d6+18) + grab = 86
+ rend (1d6+27) = 30 *if 2 of the above hit
+ rake x2 (1d6+18) = 43 *if one of the grabs succeeds
== 157
plus the following common scenarios:
- Judgment of destruction: +7 dam/hit x7 = +49
- Holy: when the foe is evil +2d6/hit x7 = +49
- Greater Bane: +4d6 on one hit = +14
== Max (ave) 269 / round
Now, I understand there are a lot of ifs in there. I won't get Bane my first round. I'll have to use different Judgements some rounds. Not all foes will be effected by Holy damage. All said though, I suspect Gror will be hard for foes to ignore. ;-)
Let me know if any of the above seems wrong.
Thanks!
| DM Jelani |
Om - What Validk said.
Gror - Yeah, you're probably right. Posted the other number using only mental arithmetic last night very late while I was half asleep. I can look at it after work, but seems like you're correct from first glance. I wasn't thinking about greater bane or holy or judgements necessarily.
| Kommandar Killjoy |
Sure I will go over my numbers ^-^
I can often get my math wrong so going over it is never a bad thing :)
Correct on vital strike. Its a standard action, can't charge with it, can't full attack, can't use it as an aoo, no dead shot, no called shot, no cleave, only the first set of dice crit, it stacks with very little else :P it also, on average does notacibly less damage then full attacking so this is a big point where I am not optimizing. I might have to change over, we will see.
As for the shotgun, each barrel does 2d6, for 4d6 shooting both, 12d6 when vital striking. When I crit, only the first 4d6 gets multiplied, not all 12d6, so 16 on a crit.
Base damage. 8 for dex and 3 for enhancement (its a +3 shotgun) totals 11. Double that for 2 barrels and you get 22.
Now that gave me the idea of a huge shotgun :D I will have to look into that ;)
Looking at Gros damage, I might have to drop the more flavourful vital strike and use the stronger full attack to keep up with the jones :P
Didn't think I would be out damaged that hard ^-^
| Kommandar Killjoy |
Curse pathfinder and its non-linear damage die increases!
Trying to make a huge double barrelled shotgun, and I am having troubles... Do I
Start with 1d8 medium, 2d6 large, 3d6 huge, 6d6 firing both barrels. or
Start with 2d8 medium, 3d8 large, 4d8 huge when firing both barrels?
first one is average 21 damage while second one is average 18 damage a barrel.
Your ruling?
| Kommandar Killjoy |
The way reloading will work for me is thrus;
Gobo shotgun. Standard action vital strike, move action reload. 5ft step. Or
Standard action vital strike, swift action instant reload 1 barrel, move action used to move. Next turn swift to load sevond barrel and vital strike again, move action to reload.
If that makes sense. I can stand and shoot every turn or move and shoot every other turn.
Tanks Boomcannon. Standard action vital strike, swift action reload, move action used to move. I do have 2 barrels so even if I fail to reload 1 round I will still be fine and can move and fire every turn.
If I switch out vital strike and instead opt for full attacking things will have to change, most notably loss of shotguns, taking the musket master archetype, taking rapid reload (which I don't have right now) and using alchemical cartredges. I will figure that one out when I cross that bridge :P
| Gansukh-Omae |
alright going to work up a synthesist gestal deal for this guys backstory (for a game I'm in right now, but this will be his "liberator" set up)
Do you mind if I put the crunch in a post here, and then if you like it, I'll create a separate profile?
The background is in this one already and his whole goal is to find power to combat the oni in Chu Ye and restore the rule to the rightful rulers (the humans/metahumans *to borrow a shadowrun term*)
Orphaned, he wandered the hillside and taken in by a kind Oni farmer(at least by oni standards.) There he spent the next 12 years working the farm, and growing up in relative peace with the other orphans Grazhgul had "taken" in.
Deep resentment began to build as he became of age, as is natural for youth and even more natural when one is treated unjustly and cruelly. He and several other orphaned youths made a plan to escape. They would head to the Hongal where the great wilderness would let them escape. Dreams of joining the horse lords and leading an assault on this wicked nation filled their every nights dream.
That was fourteen years ago. A lifetime or three it feels like. The old feelings are there, but the reality of the world as usual never meets up with a youth's dreams. He will go back, of that there is no mistake, but in a land ruled by strength, it’ll take more than dreams to revolt. For that it’ll take strength and all the hatred and loathing he was born into.
I'm going to go a different route make him a medium sized character that just got the suit for him, but he relies on his tetsubo still (and rage etc)
Can I have ioun stones imbeded without having to roll in advance for it? that can improve things optimization wise for him, and I think it's cool flavor wise
| Pirate |
Yar!
Pirate - You don't have to do that. Vega's sheet is awesome actually. All the hyperlinks, and you have a statblock in one of the spoilers that should have everything I need.
Okay, and thanks! ^_^
*steps away from vega and patiently waits*
...as for the optimization discussion, while Vital Strike is not the DPS machine people wished it was when Pathfinder first came out... it is good for versatility in my opinion. Full Attacks are not guaranteed, cleave is not always feasible, charging is often not possible at all, so when your best move is to "move and attack", Vital strike give you a bit more bite.
As for Vega, the biggest part of his attacks is not so much the raw damage output (which in of itself is still, in my opinion, fairly respectable), it's the potential status effects. Every hit will give me a free Intimidate check to make them shaken (frightened if I crit), and I can use Ki to make a Stunning Fist attack against touch AC instead of normal AC, and with Shatter Defenses I'll often be targeting FF AC anyways (making the rest of my many attacks more likely to hit as well for the extra DPR boost).
I submitted a level 10 version of Vega to the DPR Olympics way back when... he didn't do too bad at all (though my aim was never to be the best, just to show a viable monk, which I think I succeeded at), but the math for figuring out average damage increase with Stunning, Flat Footed AC and Touch AC targets was... complicated to say the least. I'm not even going to try with level 12 gestalt Vega (though I may do some maths in my free time later).
But the defense focus is accurate (AC 50 before buffs, Immune to all elements). My original plan for Vega (when I first conceived of him about 2 years ago) had him gaining Combat patrol at around level 15 so that he could focus on protecting others by intercepting attacks rather than by preemptive pummeling. (and then only after diplomacy failed). Alas, I doubt he'll get there in this game.
Fun fact: Vega can also use ki to give allies (you guys) a free reroll on an attack roll or saving through should you need it (once a round). Say goodbye to auto-fails! (unless more thn one happens in a round, of course). He's very zen-master/sensei that way. ^_^
~P
| Cosmic Dream Lord |
I know you said no crafting feats that aren't consumables, but does the restrict apply to a wizard's arcane bond? I am going to get one ( a ring) for the sake of less book keeping.
I think my question might have been missed. Perhaps I should explain a bit more.
A wizard can add additional magic abilities to his bonded object as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see Craft Magic Arms and Armor feat). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
That line seems to contradict the character creation guidelines.
Enkidu.
|
Description (Unfused): Enkidu is a tall and powerfully built young man with blonde hair worn in a military crop, blue eyes and a serious demeanor. He wears simple chain mail emblazoned with the hawk of Andoran atop a blue shirt and brown leather trousers. He wears thick black leather military boots. On his back are two swords, one almost as tall as he is and another suited for his grip. His voice is terse and used to command.
Description (Fused): With his new powers upon him, Enkidu is clad in gleaming golden full-plate armor, a blue tabard with a silver Andoran hawk atop it. Two circular bolts holding his shoulder-guards in place also bear the crest of Andoran. Behind him stream hawk wings, silver and ethereal with long ribbons flowing out behind him. His head is bare and unchanged.
| Kommandar Killjoy |
(as an aside, if one of the quadrupeds took mount, that'd be seriously cool =D)
I have a few feats kicking around that I haven't decided on and one of the ideas was thinking of was extra evolution: mount.
"Oi Gansukh mate, howaboutz u ride onna me tank? An its Kohmandar ta you!!"
The biggest problem is that the tank don't generally want to get into combat SD
(Btw, I got 50AC as well, and I could take the gunslinger feat, no longer provoke and ride merrily into combat)
| DM Jelani |
Kommander - 3d6 for one barrel 6d6 for both.
Gansukh - If you post crunch I will look at it, but unless you meet all the requirements in the original post by sunday at noon GMT+8 then you won't be considered.
Cosmic Dream Lord - No that's fine. Arcane bonded objects function as normal. I just don't want people taking crafting feats and getting 150% as much stuff as everyone else.
==========================================================================
Ye Olde Liste of Applicants
Vega Surtova Human Monk (of various archetpyes) 12 [serpentine super monk; defensive]
Gror Durrikson Dwarf Inquisitor (Spellbreaker) 12 [quadrupedal melee gargoyle; offensive]
Poppy Pendleton Gnome Oracle of the Heavens 12 [quadruped rainbow unicorn; support oriented caster]
Enkidu Noneson Half-Elf Paladin 12 [bipedal high saves, movement, falcion wielder, good spellcasting]
| Gansukh-Omae |
Can we implant ioun stones in advance assuming the requisite rolls had been succesful? I want my guy to have several in his body like the guy on the cover of the rune lords.
-edit-
Working on the crunch right now and will toss it in an unused alias for now, once it's done, got about another hr to go (slow while at work)
| Kommandar Killjoy |
I hear ya Gansukh! I got a level 2 Armored hulk barbarian dwarf that has so many modifiers its kinda retarded. Adding in Eidolon would just make me cry...
Lets see how many mods he has...
2 to perception
2 to AC
1 to Ref saves
4 to Will saves
4 to hit
2 to damage
3 to CMB
1 to CMD
And THEN add on the modifiers for rage... All that and hes only lvl 2...
| Pirate |
Yar!
Just to confirm a few things regarding Vega (as an often GM, I know how mechanical or item combination surprises from characters can sometimes cause aneurysms, so as a player I like to clear interesting combinations with the GM first)...
The Ring of Ki Mastery can store Ki points. However, Ki points get restored after resting. I assume that it works like so: after charging the ring, and then resting (and not using the Ki stored in the ring), my normal Ki Pool gets restored to it's maximum, and the two points previously stored remain to be used as a safety net of Ki in the future.
If however you prefer that it permanently reduces my normal ki pool while charged, then I will make the necessary adjustments.
Also, I'm essentially always going to be at 19/20 ki points anyways due to Mystic Visions (which only costs 1 point instead of 2 due to the Ring of Ki Mastery). Mystic Visions is what allowed Vega to know about Mariah coming to recruit him about a week before it actually happened, but only via vague hints and dreams, nothing truly specific (as it gives me a free Divination every time I sleep). Just want to make sure you are aware of this ability. I don't want it to feel like or be a way to cheat or gain meta knowledge or anything like that, but I do think it could be a fun tool for you to foreshadow events, accentuate the direness of the situation we're finding ourselves in, possibly to give us a clue if we all completely missed what should have been an obvious one, or even just to mess with my head in general, etc.
~P
| DM Jelani |
Pirate - The first way is correct. It would store the two ki and they'd come back you the next day. I mean, that's just my gut ruling.
Everyone - After looking at the numbers on your guy's sheets and looking at the monsters in the book I'm thinking I should have made it like level 8 or 9 synth gestalts. In order to avoid all the monsters dying in one round and needing natural 20s to hit you guys, I'm doing a simple overhaul of every critter in the mod. Only reason I'm telling you this is so that you know the mod wasn't written to be as hard as it's going to be.
| Pirate |
Yar!
Everyone - After looking at the numbers on your guy's sheets and looking at the monsters in the book I'm thinking I should have made it like level 8 or 9 synth gestalts. In order to avoid all the monsters dying in one round and needing natural 20s to hit you guys, I'm doing a simple overhaul of every critter in the mod. Only reason I'm telling you this is so that you know the mod wasn't written to be as hard as it's going to be.
lol. That's cool, and I'm fine with that. (I know I've done that for my RL group plenty of time, even for encounters supposedly designed for their APL (or even APL +2). Characters can get really powerful in this game, to the point where "challenging" feels average at best, and "easy" feels like nothing more than a time-filler. (at least, in my experience. It probably doesn't help that most of my RL friends that play are natural optimizers themselves).
It's always an interesting game in and of itself trying to find the right balance between "challenging and fun" for all the characters involved, which sometimes requires different respecs for different encounters so that one encounter that was brutal for one PC is balanced by one that is good for him (and perhaps brutal for the one the previous one was god for). Also, I'm sure you don't need it, but here is some unsolicited advice anyways! :D When upgrading encounters, a common trap I've seen is to make them an 'appropriate" challenge for the most powerful character, or the most powerful aspect of each character, rather than the average of the group. Doing that often leads to the majority of characters feeling useless or simply dying to quick while the one character who might be able to handle it with a team ends up trying to solo it (and either becomes the spotlight hero, or has to flee or die). Whereas upgrading to make a challenge based on the average stats of the party (or a bit higher than average) tends to (again, in my experience) give each character more opportunities to shine and be challenged at the same time.
Either way, and regardless of if I get in or not, good luck and have fun with the upgrading! :D
~P
| Anastacia Stormwing |
I know it still needs some more refinement, but here is my submission. (In the profile.) Stat block is complete. Could some cleaning up to make it more readable.
The fluff still needs a rewrite, but I need to step away from it for a few hours. Plus have real world things to do.
You do have some knowledge of my play style, DM Jelani. I played Taurven Wess in the Ascension of the Eight. Also, Jutmon Symber in the Stolen Lands. A Kingmaker that failed. :(
| Dorialis Vdalik |
Well I think I have everything ready for review. I think I've caught all the edits.
My to-hits aren't as high as some of the others, so I'll be looking at the skill monkey/support role.
Though I can flank with myself and hit multiple targets in the same round, doing some decent damage with each hit.
I welcome any suggestions from the others.
| Kommandar Killjoy |
Look upthread a bit, I gave some basic crunch on a 10 handed, 10 gunned beast to see how many shots he would pump out. It was 64 or so shots ,')
Today ended up being a really busy day and it was the day I intended to finish my guy. Mind if I get him done tonight? I might be a little late on the deadline, sorry!
| Cho'ankai Aju-Taash |
Oh, I had to make a spreadsheet for this character because HOLY COMPLICATED @_@;
It's shared here to show full progression and the breakdown of math on the eidolon, etc.
| Ophelia Glinathir |
Ophelia is all finished and ready to go. I think I might have gone a little overboard with the length of the background story for her, but I really got into it. In short, she was a cohort to one of the actual heroes (her brother) in Rise of the Runelords and vowed to carry on his altruistic work after he sacrificed himself to save Varisia in the final battle.
Since I have some time left, I might make a few tweaks. You know, to make sure all the math is sound. Note that she has been permanently fun-sized via Permanency Reduce Person, and all of her gear is small-sized as a result. It's explained in her personality tab.
| DM Jelani |
Brujeka - I'm not seeing your eidolon stuff anywhere on your sheet. What base form are you? What evolutions did you buy? If you see this, and fix that in time your character will be considered. Also, fly speeds don't stack, and cleric's channeling can't heal an eidolons THP (which you might/probably already know, just pointing that out).
Dorialis - AFAIK you can't use a natural weapons to make iterative attacks when attacking with multiple natural weapons. So your full attack should be +14/+14/+14/+14 claws and +9 Tentacle. Also, you can shift the eidolon's armor bonus to Natural Armor if you like. Allowing you to benefit from a mage armor spell and raise your AC by 4. Also how are you getting 1d8 damage for your natural weapons? I'm not seeing feats or evolutions, where is it coming from?
Cho'Ankai - Looks like you forgot the natural armor bonus from the base part of your eidolon, should be 2 higher. Great concept :)
Kommandar - I really hope you get some background up quickly. The stuff on your sheet is about some Kobold. You clearly put a lot of work into the crunch, and I love the gobbo battle tank. But you need appearance, bakground, personality and writing sample as listed in the first post.
Gansukh - Saw several small mechanical errors on the sheet. You are missing appearance and personality. Also missing the writing sample.
========================================================================
Ye Olde Liste of Applicants
Vega Surtova Human Monk (of various archetpyes) 12 [serpentine super monk; defensive]
Gror Durrikson Dwarf Inquisitor (Spellbreaker) 12 [quadrupedal melee gargoyle; offensive]
Poppy Pendleton Gnome Oracle of the Heavens 12 [quadruped rainbow unicorn; support oriented caster]
Enkidu Noneson Half-Elf Paladin 12 [bipedal high saves, movement, falcion wielder, good spellcasting]
Dorialis Vdalik Fetchling Rogue 12 [bipedal shadow rogue; heavy stealth focus]
Cho'ankai Aju-Taash Aasimar Druid (Menhir Savant) [bipedal melee druid thingy]
Ophelia Glinathir Elf Wizard (Conjuror) 12 [Bipedal summoning wizard]
45 minutes until deadline!!