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Game Master Tuyena

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Gaven Lostlan wrote:
Any who this is Vahanians entry Gaven Lostlan

I see an issue, your character couldn't get weapon focus whip unless he got it at lvl 2, or took it at 3 and used combat feat at 4 for whip mastery, but then you'd have one more feat than you should.

The problem with taking it at level two, is your character lacks the perquisite BAB of 1 for exotic weapon proficiency.

You'd need to be a Half-Elf to pull this off how you currently have it or surrender a feat.

-Posted with Wayfinder


I think I will pass. I have the availability to spend the necessary amount of time posting but I wish to not spend it locked to the computer. :D


I took a level of fighter that gets me an extra feat and traded my level 2 rogue skill for a free weapon focus. thats where the extra feat came from.


Gaven Lostlan wrote:
I took a level of fighter that gets me an extra feat and traded my level 2 rogue skill for a free weapon focus. thats where the extra feat came from.

Gotcha, I didn't see the level of fighter.

-Posted with Wayfinder


LazarX wrote:
Here is Jazia...

Question, if you want to be a skill focused character, why not an Investigator, or atleast an unchained rogue?

-Posted with Wayfinder


Hello. I would like to submit Halvitian Berogoft for consideration. I think he could be a pretty good fit for the type of campaign you have here.

I will endeavor to maintain the posting requirements as stated.

Halvitian Berogoft crunch:

Human magus (bladebound) 4 (Ultimate Magic 9, pg 47)
CN Medium humanoid (human)
Init +1; Senses Perception +6
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 15 (+1 Dex)
hp 35 (4d8+12)
Fort +6, Ref +2, Will +5
--------------------
Offense
--------------------
Speed 30 ft.
Ranged +5 Darkwood composite longbow +4 (1d8+4/×3)
Melee +8 Bōkyaku no en (1d8+5/18-20)
Melee +7 Unarmed strike (1d3+4/x2 nonlethal)
CMB +7
Speed 30 ft.
Special Attacks arcane pool (+1, 6 points), spell combat, spell recall, spellstrike
Magus (Bladebound) Spells Prepared (CL 4th; concentration +6)
. . 2nd—frigid touch[UM], mirror image
. . 1st—shocking grasp, shocking grasp, true strike, vanish[APG] (DC 13)
. . 0 (at will)—detect magic, ghost sound (DC 12), mage hand, open/close (DC 12)
--------------------
Statistics
--------------------
Str 19, Dex 12, Con 15, Int 14, Wis 10, Cha 7
Base Atk +3; CMB +7; CMD 18/17FF
Languages Azlanti, Common, Osiriani, Ancient
Racial Modifiers bastard (see below)
SQ black blade, black blade: arcane pool, black blade: strike, black blade: telepathy, black blade: unbreakable, cruelty
--------------------
Feats
--------------------
Exotic Weapon Proficiency (katana)
Extra Arcane Pool[UM]
Toughness
--------------------
Traits
--------------------
Bastard (Kingmaker trait): You take a –1 penalty on all Charisma-based skill checks made when dealing with members of Brevic nobility but gain a +1 trait bonus on Will saves as a result of your stubbornness and individuality. (The penalty aspect of this trait is removed if you ever manage to establish yourself as a true noble.)

Bloodthirsty: Whenever you make an attack that reduces a foe to 0 hit points or fewer or you confirm a critical hit, your attack deals 1 additional point of damage. The additional damage is a trait bonus, and is multiplied by your weapon's critical hit multiplier.

Gifted Adept: Pick one spell when you choose this trait—from this point on, whenever you cast that spell, its effects manifest at +1 caster level. Chosen spell: shocking grasp

--------------------
Drawbacks
--------------------
Cruelty: Whenever you are engaged in combat and there are dying or helpless foes within 30 feet, you take a –2 penalty on attack rolls against foes who are neither dying nor helpless.
--------------------
Skills
--------------------
Acrobatics +3[2] (+2 due to ACP)
Appraise +2
Bluff -2
Climb +8[1] (+7 due to ACP)
Craft (any) /
Diplomacy -2
Disable Device /
Disguise -2
Escape Artist +1 (+0 due to ACP)
Fly +0
Handle Animal /
Heal +0
Intimidate -2
Knowledge (Arcana) +7[2]
Knowledge (Dungeoneering) +7[2]
Knowledge (Planes) +7[2]
Linguistics /
Perception +6[4]
Profession (Any) /
Ride +1 (+0 due to ACP)
Sense Motive +2
Sleight of Hand /
Spellcraft +9[4]
Stealth +3[2] (+2 due to ACP)
Survival +0
Swim +8[1] (+7 due to due to ACP)
Use Magic Device /
--------------------
Gear
--------------------
Mwk Lamellar (Leather) Armor
Darkwood Composite Longbow (+4 Str)
Cold Iron Arrow x50
Alchemical Silver Arrow x50
Blackblade: Bōkyaku no en
Waterskin (filled)

Spell Component Pouch

Belt Pouch
-Flint & steel
-Hip flask
-481 gp, 4 sp

Mwk Backpack
-Blanket
-Ink (black)
-Inkpen
-Canteen
-Mess kit
-Pot
-Soap
-Trail rations x5
-Torch x10
-Hemp rope (50ft)
Bedroll (attached to outside of Backpack)

Bandolier
-Iron vial filled with potion of cure light wounds
-Iron vial filled with potion of cure light wounds
-Iron vial filled with potion of cure light wounds
-Iron vial filled with potion of mage armor
-iron vial filled with potion of mage armor
-iron vial filled with potion of mage armor
--------------------
Special Abilities
--------------------
Arcane Pool +1 (6/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Bastard -1 CHA skills vs. Brevic Nobility, +1 Will save.
Black Blade (Ex) You gain an intelligent bonded weapon whose power grows with your own.
Black Blade: Arcane Pool (1/day) (Su) The Black Blade has an Arcane Pool used to fuel its own abilities.
Black Blade: Strike +1 (Sp) The Black Blade can grant itself a damage bonus for 1 min.
Black Blade: Telepathy (Su) The magus can telepathically communicate with his black blade if it is worn or held.
Black Blade: Unbreakable (Ex) The Black Blade is immune to the broken condition while the arcane pool is not empty.
Bloodthirsty +1 damage when an attack reduces a foe to 0 HP or fewer or you confirm a crit.
Cruelty If there is a dying or helpless foe within 30 ft, -2 to attack foes that aren't dying or helpless.
Gifted Adept (Shocking Grasp) A chosen spell gets +1 CL.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spell Recall (Su) Spend your Arcane Pool to recall spells you have already cast.
Spellstrike (Su) Deliver touch spells as part of a melee attack.


Halvitian Berogoft backstory:
--------------------
Backstory
--------------------

As are so many in these times, Halvitian Berogoft's story is one dark and troubling. It begins with his birth, an unexpected pregnancy of a nobleman's daughter. A clever flower grower had swindled her young impressionable heart with honeyed words and copious blooms from the wild fields. His nature revealed to her when her father was able to satisfy the young man's greed with a sizable sum; the amount enough to settle his gambling debts and take his wife(!) south through the River Kingdoms.

Halvitian's grandfather was not one to be made a fool and quickly sent unquestioning servants after them once the truth was known. His mother a weeping broken wreck, the grandfather quickly sent her to the capital and away from her newborn son advising her the matter would be settled. Once gone, the man himself took Halvitian into the woods where he intended to bury the baby boy under the earth. Yet he could not. Having never had a son of his own but rather three flighty and gullible daughters, he found a glimmer that perhaps there could be hope for his line. But this scandal would never do to be exposed. Not yet. Time, yes time must pass first.

He made arrangements then. A farm a decent enough distance from the manor, but still within his holdings. There the child grew up. And there Halvitian had an unexpected upbringing. For serendipity had intervened, the farmer was no farmer and his wife no farmwife. At least, not in the past. Before these aged folk had settled here, the man had moved the earth with his magics as a powerful wizard, and the woman his foreign bodyguard once a blooded warrior of the east, an invincible samurai. Not knowing what he left the boy to, Halvitian's grandfather left with an agreement of payment and the promise to return for him if lived past sixteen. And so this boy child blossomed, studied in arcane theory and the swordplay of another culture. And to his noble blooded heritage, his prodigy shown true.

But here is when the woe enters our tale. For the farmwife's old blade was not what one would believe, but an artifact of ancient and awesome design. The blade is black as the sky above Pharasma's Boneyard where awful Groetus waits and Oblivion is both near and close to all things. Never once was the boy allowed to touch the blade that hung above the mantle in its beautiful scabbard, but it whispered to him, whispered of the void and the apathy for life and death when in the end all will be washed away. He did not know that only he could hear it, but yet he never wanted to speak to anyone about it. If it was a secret, then so be it, it will remain so.

It was his mother that triggered the fate of his surrogate parents. The day she saw him as she and her husband rode through the market closest to the farm. She knew at once, her eyes landing on him, her breath catching, there was no mistake. Her son, thought lost, lived. Her husband saw this reaction but misunderstood. Feeling the cuckold's horns grow upon his brow, Halvitian's stepfather swore to see his death.

The battle at the farm is a hazy mist, but one thing clearly Halvitian remembers. The men and women who came to destroy him are no more. But yet it was with a hollowness, a void, an emptiness that Halvitian recalls the first to die by his hand had not been any of them. It had been his foster parents, when they tried to stop him from taking up Bōkyaku no en—Oblivion's Edge—the blackblade katana which had waited ever so long for this moment.

A part of Halvitian is gone forever, burned away and in its place a void lives, an oblivion of his own making. Will his humanity remain enough to find a thing to cure him? Or will what he brings the Stolen Land only be its doom?


Are you resubmitting a character as well?


I have finished the fluff for Maekrix "Blackheart" Thatheo. I always love feedback, and I'll answer any questions you may have!


So many chaotic types in these submissions. Khargol is gonna have a fit.


Most of them vying for the same slot which is fine with Sugua. He doesnt particularly care. They could be all paladins.


this is my character from a old king maker campaign that died, he is a dwarven paladan of torag with the shining night archetype, he's currently level 3 so i can bump him up a level and adjust his stats pretty easily.


and this is Gogeth's trusty stead :)


CampinCarl9127 wrote:
I have finished the fluff for Maekrix "Blackheart" Thatheo. I always love feedback, and I'll answer any questions you may have!

I like him, and I think he'll be the first character I take onto the campaign.

Still hoping to hear back from some of you on your direction, or receive your submissions, etc.


Awesome, thank you! Do you want me to dot in gameplay and discussion?


Yeah sure go ahead.

-Posted with Wayfinder

Liberty's Edge

Never heard any feedback about my submission... No love for her?


Last time I looked at it, it was only level 2?

-Posted with Wayfinder


Kinda same question in a manner


I believe Tristan was complete. As to motivation, my intro covered that. If you want more specifics, let me know. At the moment Tristan's primary motivation is starting his own noble house.


I'm in the same boat as Tristan and the others... Let me know if I'm missing something :)

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
DM Tuyena wrote:
LazarX wrote:
Here is Jazia...

Question, if you want to be a skill focused character, why not an Investigator, or atleast an unchained rogue?

-Posted with Wayfinder

Because everyone and their cousin does an Investigator or Bard. I might revisit the concept with the Unchained Rogue though.

Jazia V2: Unchained!

Spoiler:

Jazia
Female half-elf rogue (unchained) 4
N Medium humanoid (elf, human)
Init +3; Senses low-light vision; Perception +9
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 25 (4d8+2)
Fort +1, Ref +7, Will +2; +2 vs. enchantments
Defensive Abilities danger sense +1, evasion, uncanny dodge; Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk rapier +7 (1d6+3/18-20) or
. . sap +6 (1d6+1 nonlethal)
Ranged mwk hand crossbow +7 (1d4/19-20)
Special Attacks sneak attack (unchained) +2d6
Rogue (Unchained) Spell-Like Abilities (CL 0th; concentration +0)
. . At will—minor magic
. . 2/day—major magic
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 10, Int 16, Wis 10, Cha 14
Base Atk +3; CMB +6; CMD 17
Feats Agile Maneuvers, Bookish Rogue[ACG], Skill Focus (Diplomacy), Weapon Finesse
Traits bastard, friends in high places
Skills Acrobatics +9, Appraise +7, Bluff +9 (+10 to feint), Climb +6, Diplomacy +12 (+13 to gather information, +13 in areas you've used Diplomacy to gather information, +2 vs. government officials), Disable Device +12, Disguise +6, Escape Artist +7, Intimidate +6 (+7 in areas you've used Diplomacy to gather information, +2 vs. government officials), Knowledge (dungeoneering) +7, Knowledge (local) +10, Perception +9, Sense Motive +7, Sleight of Hand +9, Stealth +10, Swim +5, Use Magic Device +7; Racial Modifiers +2 Perception, bastard
Languages Common, Elven, Tien, Varisian, Vudrani
SQ debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, elf blood, half-elf rogue/ninja, rogue talents (major magic, minor magic), trapfinding +2
Combat Gear caltrops; Other Gear +1 studded leather, crossbow bolts (10), mwk hand crossbow, mwk rapier, sap, bedroll, belt pouch, chalk (10), flint and steel, masterwork backpack, mirror, thieves' tools, trail rations (5), travelling spellbook, waterskin, 46 gp, 11 sp, 1 cp
--------------------
Tracked Resources
--------------------
Crossbow bolts - 0/10
Major Magic (Vanish, 2/day) (Sp) - 0/2
Trail rations - 0/5
--------------------
Special Abilities
--------------------
+1 Bluff (feinting) and Diplomacy (gather information) Add a +1/2 bonus on Bluff checks to feint and Diplomacy checks to gather information.
Agile Maneuvers Use DEX instead of STR for CMB
Bastard -1 CHA skills vs. Brevic Nobility, +1 Will save.
Bookish Rogue By studying a spellbook for 10 min, you can change your minor magic spell.
Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Friends in High Places +1 Diplomacy and Intimidate in areas you have used Diplomacy to gather information.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Major Magic (Vanish, 2/day) (Sp) Gain the chosen 1st-level spell as a spell-like ability.
Minor Magic (Message, At will) (Sp) Gain the chosen cantrip as a spell-like ability.
Sneak Attack (Unchained) +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
--------------------
Jazia was the unplanned for result of a liasion between the Lady Ehlissa and and one of the members of a Kyonin embassage to Oppara, whose name she witholds from Jazia to this day. Her birth hidden by her mother's "extended " vacation on the summer estate, she was given over to a staff member to raise in virtual exile.

And so she was quietly brought up by Nally and her husband. Eventually her differences between her and her human adoptive parents could not be put off, and she ran away to confront her human mother.

The reunion did not go well. Ehlissa whose family had risen far in Taldan society would not have the scandal of a half-breed bastard. She was told that in no uncertain terms would she never be acknowledged. She gave her daughter a small purse of money and bid her never to return.

And as of this date, she never has.

In her travels she's gained wealth quickly and lost it even faster. But one thing she's hung on to is a spellbook she recently stole from one of her lovers an apprentice mage in Riddleport. It's given her a dilletante's fascination with magic, with all the wonder and danger within.

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Liberty's Edge

DM Tuyena wrote:
Last time I looked at it, it was only level 2?

Well, yes... Besides that any other feedback?


Tristan Surovati wrote:
I believe Tristan was complete. As to motivation, my intro covered that. If you want more specifics, let me know. At the moment Tristan's primary motivation is starting his own noble house.

My only concern with Tristan is his striking similarity to a recently departed character. That said, everything else about him is fine and I am considering him.

Andulian Orlovsky wrote:
I'm in the same boat as Tristan and the others... Let me know if I'm missing something :)

The druid is also being considered but will likely be one of the very last slots that I fill if selected.

-Posted with Wayfinder


Lol, I should have looked at the game thread. I see what you are talking about. But Kingmaker is made for an Aldori Swordlord after all. :) I'm also much less of a charisma guy, more of an intimidator.


Thanks Tuyena. :) take your time. If you need any more info or to tie the background to other candidates / current players, let me know.


If recruitment is still open. Id love to submit this wonderful cavalier.


If recruitment is still open, I present Desmond Firecaller, halfling cleric of Sarenrae and reformed brigand. I will make an alias if chosen. I have so many. :)

Crunch:

Male halfling cleric of Sarenrae 4
NG Small humanoid (halfling)
Init +3; Senses Perception +13

————— Defense —————
AC 21, touch 14, flat-footed 18 (+6 armor, +3 Dex, +1 shield, +1 size)
hp 30 (4d8+7)
Fort +7, Ref +6, Will +9; +2 vs. fear

————— Offense —————
Speed 30 ft. (20 ft. in armor)
Melee dagger +4 (1d3/19-20) or morningstar +4 (1d6)
Ranged light crossbow +7 (1d6/19-20) or sling +7 (1d3)
Special Attacks channel positive energy 5/day (DC 14, 2d6)
Domain Spell-Like Abilities (CL 4th; concentration +7)
6/day—fire bolt (1d6+2 fire)
rebuke death (1d4+2)

Cleric Spells Prepared (CL 4th; concentration +7)
2nd—bull's strength, produce flame D, resist energy, lesser restoration
1st—burning hands D (DC 14), magic stone (2), protection from evil , shield of faith
0 (at will)— create water, detect magic, light, stabilize
D Domain spell; Domains Fire, Healing

————— Statistics —————
Str 10, Dex 16, Con 12, Int 10, Wis 16, Cha 15
Base Atk +3; CMB +2; CMD 15
Feats Cautious Fighter ARG, Selective Channeling
Traits brigand, seeker
Skills Acrobatics -2 (-6 to jump), Diplomacy +7, Heal +8, Knowledge (religion) +4, Perception +13; Racial Modifiers +2 Perception, brigand

Languages Common, Halfling
Combat Gear wand of bless (50 charges); Other Gear breastplate, buckler, crossbow bolts (30), dagger, light crossbow, morningstar, sling, sling bullets (30), cloak of resistance +1 , backpack, bedroll, belt pouch, fishhook (2), flint and steel, mug/tankard, sewing needle, signal whistle, string or twine, trail rations (7), waterskin, whetstone, 85 gp

————— Special Abilities —————
Brigand +1 Bluff, Diplomacy, Intimidate, and Sense Motive when dealing with brigands, theives, bandits, etc.
Cautious Fighter +2 AC when fighting defensively or using total defense.
Cleric Channel Positive Energy 2d6 (5/day, DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Fire) Granted Powers: You can call forth fire, command creatures of the inferno, and your flesh does not burn.
Cleric Domain (Healing) Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Fearless +2 racial bonus vs Fear saves.
Fire Bolt 1d6+2 fire (6/day) (Sp) As a standard action, ranged touch attack deals fire dam to foe in 30 ft.
Rebuke Death (6/day) (Sp) As a standard action, touch heals 1d4+2 dam to negative HP target.
Selective Channeling Exclude targets from the area of your Channel Energy.

Background:

The halfling named Desmond was born into abject poverty in Brevoy as an orphan. Naturally, his circumstances led him to life a thievery given his natural size and uncommon speed. He was not a skilled thief by any means but he small and fast so whenever he was spotted, he took off like the wind, using his natural agility. He was also very charming and wise. He distracted you with his cuteness before robbing you blind. He became known in the streets as Desmond the Fearless for his brave thefts. But Desmond was never a bad person. He did what he did to survive and the streets taught him to stay ahead of danger at all possible costs. He developed a skill for spotting the guards, other criminals, and other dangers that crossed his way. This skill proved to be quite valuable to a band of brigands who needed a lookout for potential caravan ambushes. Desmond was assured no one would be hurt so he went along with it. After 3-4 such ambushes, he became a favorite of the brigands for his great observational skills. Then one fateful night, while on lookout, he spotted an unusual caravan. The people all wore desert garb and covered their faces. The brigands ambushed the caravan and a cleric of Sarenrae was present. One of the brigands got too handsy and slapped one of the women, who just happened to be the cleric's daughter. A burst of fire engulfed the brigand and he died a horrible death. The other brigands ambushed the cleric, who could not fend so many attackers and he looked at Desmond for aid. The fearless halfling was too much of a coward to help and turned his back on the priest, who died a horrible death. He did however preserve the priest's holy symbol, the ornate sun medallion. For days after the incident, Desmond saw the priest's face in his dreams and nightmares and he felt a calling for the first time in his life. He ran into the woods at dawn and there he swore he saw the goddess appear before him, offering the halfling salvation. He immediately took it, bowing in tears at her feet and swearing his services to her if she forgave his transgressions. She did and Desmond abandoned the brigands stealing their gold in the process. He found a Temple to Sarenrae and trained for year in her teachings. A year later Desmond reappeared, no longer Desmond the Fearless but Desmond the Firecaller. He now seeks to spread Sarenrae's teachings all through the Kingdoms and if the brigands come seeking for him, he will be ready for them.


Just about finished. Have not had much time. I have a human alchemist. Crunch is done, need to finish the background, will have it done tomorrow, hope the recruitment is still open.


Is there a final tally yet?


Recruitment is still ongoing.

-Posted with Wayfinder


Ok, had this finished last night just in time for the system to go down.

May I present Kailee Daikon. An Alchemist(Mindchemist) and future Magister (or some similar role). I have no time this morning, but as my posting history shows, I can easily get several posts on most days.

Please let me know if there are any other questions.

p.s. I usually don't post with the actual avatar in recruitment so that I can reuse/eliminate them if not selected.


Might be best to categorize you all as a rough lookover I see 6-7 martials, an arcane caster and 2 skill monkeys. Dont really see many Divine casters. The Druid built here is basically a Martial.


I've been a little burnt out on Divine myself as of late, most of my at table groups always end up asking me to do it. I mean I could see myself possibly doing a bard if you are looking for a bit of healing to add in but most groups can get by without a true healer by just having wands of CLW and the like.


That only works to an extent and only for dungeon runs, is the issue. If you would like you can look at the previous gameplay thread battles and that can give you some insight. The things isnt to be a Healer.. its to have the capability to heal.. and unless you are dungeon crawling a simple wand aint gunna do it.


BARHGG!!! Elrosk & Rammy here for recruitment!!!


I tried to put together a divine character and just could not settle on a concept. I have a number of oracles running right now (solar, waves, and heavens), and a shaman. I could put together another shaman, but that still lacks the channeling ability, unless I go life.

I would have also taken the Chirurgeon archetype, but Mindchemist also replaces Poison Use (unless the DM will allow for the overlap or some change).


I've seen wonders with Healing bombs but, No I wasnt insinuating you need change. Just that certain slots will get smaller based on the submissions one of the Barb/Bloodrages were chosen so the martial camp shrinks.


Hmm...I can make a bard if you would like but I don't see myself going cleric. I've just played too many of them.


Corsario wrote:
DM Tuyena wrote:
Last time I looked at it, it was only level 2?
Well, yes... Besides that any other feedback?

Basically he is saying before he looks at it It Must first meet the given character creation guidelines. He doesnt want any surprises when you suddenly change up as a level 2 car is VASTLY different from a level 4 char.


Ill give everyone some help by just mentioning what left.

We lost a

-Aldori swordusing Daring Cavalier
-Cleric of Ragathiel
-Time Oracle
-Kobold Arcane Duelist Bard
-AOE Baster Wizard


Hmmm - Healing Bomb's are interesting, hadn't really read them carefully before. Only problem is that they require having healing extracts prepared, which is tough in a lower point buy campaign. Might be worth it in a level or two though. One issue is that the cost (extract + bomb) is rather steep.

I guess I view the Mindchemist as sort of an arcane/ranged/skill hybrid. Definitely not going for the martial that many alchemists shoot for.


20pb isnt a lower PB game to my knowledge.

Alchemist in general I wouldnt consider in the arcane bracket. More a rogue who can do things and has class abilities and extracts to support that. So normally Skills and can possibly go into ranged or melee but I cant see them being on par with even a magus or summoner in arcane ability.

Liberty's Edge

Sugua Bran't wrote:
20pb isnt a lower PB game to my knowledge.

It's really not. The elite array is only a 15 point buy which I believe is the standard, so 20 is actually a fair bit powered up.


Rammy is a 50pb, but that's why Elrosk here! Barhgg! Elrosk light Rammy on fire, Rammy likes fire... So does Elrosk, fire heals Elrosk!


Tirion Jörðhár wrote:
Hmmm - Healing Bomb's are interesting, hadn't really read them carefully before. Only problem is that they require having healing extracts prepared, which is tough in a lower point buy campaign. Might be worth it in a level or two though. One issue is that the cost (extract + bomb) is rather steep.

Been lurking this thread unsure whether or not to propose something, but I'd like to point out that Healing Bombs are the most effective (in terms of HP/round) burst healing out there, beating even the Life Oracle. It's easy to forget, but Alchemists with Infusion can heal just as well as a bard, and a Chirurgeon treats any unprepared extracts as Cure infusions.

Ironically, Alchemists do rather poorly on the skills end, and Investigators beat them heartily on that count while keeping all the alchemy (and gaining a melee edge at the expense of bombs).


I actually prefer the lower point buy games. However, when you have the 15 and 20 point games, it is nearly impossible to have a 20 in an ability until mid to high level, whereas for 25 point games, or those with alternative methods (Focus/Foible, 4d6x6, 5d6, etc) you can get a 20 much of the time at the start. A 20 gives 2 level 1 extracts/spells/slots, which would allow for extracts to be use to make CLW at an early level.

Really, the Healing Bomb seems to be designed to work with the Chirurgeon who can make the cure extracts/infusions inert. Thus, cure infusions could be made to be used as healing bombs, but could be replaced at will to make other extracts.

In the end, 20 points is the average and is what PFS uses. Any of the methods work and I have enjoyed games with all of the above methods. Really, higher point buy makes it easier to play a MAD class like the classic monk, but does not change the game other than causing a general slight increase in the strength of monsters and encounters to balance things out, really the same as a high vs low magic game.

The simple fact is that if you have good reliable players and a consistent fun DM, you will have a success. If you don't, the point buy really does not matter.


.... I'm not going to go too far in the specifics but I can tell you that you would be incorrect on the Life oracle bit.

On skills ofcourse the Investigator is better but I am not comparing it to that, it is also an int based class and as such will generally be good at skills.


Rammy told Elrosk that you need more cowbell... Elrosk not sure what that mean... Barhgg...


Tirion Jörðhár wrote:

I actually prefer the lower point buy games. However, when you have the 15 and 20 point games, it is nearly impossible to have a 20 in an ability until mid to high level, whereas for 25 point games, or those with alternative methods (Focus/Foible, 4d6x6, 5d6, etc) you can get a 20 much of the time at the start. A 20 gives 2 level 1 extracts/spells/slots, which would allow for extracts to be use to make CLW at an early level.

Really, the Healing Bomb seems to be designed to work with the Chirurgeon who can make the cure extracts/infusions inert. Thus, cure infusions could be made to be used as healing bombs, but could be replaced at will to make other extracts.

In the end, 20 points is the average and is what PFS uses. Any of the methods work and I have enjoyed games with all of the above methods. Really, higher point buy makes it easier to play a MAD class like the classic monk, but does not change the game other than causing a general slight increase in the strength of monsters and encounters to balance things out, really the same as a high vs low magic game.

The simple fact is that if you have good reliable players and a consistent fun DM, you will have a success. If you don't, the point buy really does not matter.

I will say 20 is only hard to get if you need another stat.. otherwise a 20 is just as easy to get in 15 pb and it is in 25


On the behest of the players to have a bit more variety and possible Healing...I have a Samsaran Bard (Songhealer) I will posting up soon.

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