"Kirthfinder" Aviona PBP

Game Master Kirth Gersen

Playtest for the "Kirthfinder" rules.


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M Goblin Beer Snob 1/Freethinker 3
Kelgan Cragbelly wrote:
ACP reduction multiplier is 100 (Armor Max Dex increase multiplier is 75).

Thanks!


Male Hill Dwarf Fighter 5
Jaegr "Knock Knock" wrote:
Now I need to figure out a feat and was thinking of a strike feat since this level will give me Critical Focus with my favored Class Bonus. Can't quite figure out which one feels right to me.

Might I suggest Penetrating Strike?


Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

That is a solid choice and plays well the the mining aspect. If I take Crushing Blow (Depending on how Kirth views using it with Versatile Weapon Use it may have to wait until my 6th level Combat Feat)


M Goblin Beer Snob 1/Freethinker 3
Jaegr "Knock Knock" wrote:
Since as a fighter my attacks count as all three types with versatile Weapon use (Bludgeoning, Slashing, and Piercing) could I take Crushing Blow as my 5th level feat and use it with The Finisher?

Ooh... clever! That should totally be allowed.

Jaegr "Knock Knock" wrote:
I assume I could only use Scything Blow or Crushing Blow during any one attack or could I use both simultaneously with the fighter?

Part of me wants to say no, because they have overlapping effects. Another part says yes, they should stack, because you're spending two feats on it.


Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

Well I think I will take Crushing Blow and let you decide if it is too much to stack, which it won't overlap/stack until another level anyways. But I do like the potential for half damage when missing close and then it keeps what has already happened the same and I can up to date on the rules.

Scything Blow

When using a slashing or piercing weapon in both hands (or a primary bite or gore attack), your melee attacks ignore up to 5 points of your opponent’s armor and/or shield bonus. For every 4 points of your base attack bonus, increase the amount of armor/shield bonus you can ignore by 1

Crushing Blow

If you miss with a bludgeoning weapon by a margin less than your opponent’s armor and/or shield bonus (if any), you batter the foe for half normal damage.

If your base attack bonus is +6 or higher, you also ignore up to 4 points of armor bonus.

If your base attack bonus is +11 or higher, you ignore up to 8 points of your opponent’s armor bonus. Also, when you use a full attack action while fighting with any bludgeoning weapon, each attack that connects beats down your foe's defenses, granting a cumulative +2 circumstance bonus on attack rolls until the end of your current turn.

If your base attack bonus is +16 or higher, you ignore up to 12 points of your opponent’s armor bonus.


M Goblin Beer Snob 1/Freethinker 3

OK, looks like Kelgan and Wyvurn are pretty much done.
Caspian still needs to update his skills and spells, and roll up his new cohort.
Jaegr seems to be pretty far along in terms of equipment; waiting on leveling.
Cricket will hopefully get to it within the next week or so.


Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

Kirth, leveling Jaegr now.

First thing I noticed is I had listed Great Forititude, Lightning Reflexes, and Iron Will as feats gained at first level, but the latest says just +2 to Fort, Will, and Reflex. That was changed, yes?


M Goblin Beer Snob 1/Freethinker 3
Jaegr "Knock Knock" wrote:

Kirth, leveling Jaegr now.

First thing I noticed is I had listed Great Forititude, Lightning Reflexes, and Iron Will as feats gained at first level, but the latest says just +2 to Fort, Will, and Reflex. That was changed, yes?

It was -- the idea of using them to simulate the +2 class bonus for good saves seemed appealing at first, but those feats now have additional effects and the idea was shelved.

Note that, in the very latest rules (if not in last year's version), all saves are +1 per 2 CR, with "good" saves getting a +2 class bonus on top of that. The "poor" progression is therefore +1 per 2 CR, with no +2 class bonus (+1/3 HD goes away). This helps narrow the gap between auto-save/can't-save scenarios common in 3.X.


Male Halfling Bard 5 (Minstrel)
Kirth Gersen wrote:


Caspian still needs to update his skills and spells, and roll up his new cohort.

Yes I need to finish my skills. My spell capacity did not increase (so no changes to spells)

Jed is close to being ready. I am thinking I will just get him some magic armor, magic weapon and potions and he will be ready to go.

I also need to do my own upgrades....Damn "numen-clature"


Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

Kirth, on skills

Bonus Fighter Skills wrote:

All fighters automatically receive one free rank per class level in Endurance and in Knowledge (warfare). In addition, for each class level, choose a specialized form of military training to receive; that level, you gain 1 bonus rank in one applicable skill. Examples include cavalry (Handle Animal), corps of engineers (Craft: construction), infantry (Survival), marine (Profession: sailor), medic (Heal), officer (Diplomacy), and sapper (Profession: mining);

These are treated as class skills, but do not count against the fighter’s total number of skill points.

Does that mean all of those skills are class skills or only the one the fighter chooses?


M Goblin Beer Snob 1/Freethinker 3
Jaegr "Knock Knock" wrote:

Kirth, on skills

Bonus Fighter Skills wrote:

In addition, for each class level, choose a specialized form of military training to receive; that level, you gain 1 bonus rank in one applicable skill. Examples include cavalry (Handle Animal), corps of engineers (Craft: construction), infantry (Survival), marine (Profession: sailor), medic (Heal), officer (Diplomacy), and sapper (Profession: mining);

These are treated as class skills, but do not count against the fighter’s total number of skill points.

Does that mean all of those skills are class skills or only the one the fighter chooses?

Good question! It's intended to be the one you pick, plus any listed under "class skills." However, the wording suggests they all are, which also makes sense.

What do you guys thing?


Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

The only class skill you can gain out of that group is survival.

Also, is it supposed to be a choice at first level or at every level you can choose one out of that list? If that is the case then might as well add survival to the fighter list.


Male Hill Dwarf Fighter 5
Kirth Gersen wrote:
Jaegr "Knock Knock" wrote:

Kirth, on skills

Bonus Fighter Skills wrote:

In addition, for each class level, choose a specialized form of military training to receive; that level, you gain 1 bonus rank in one applicable skill. Examples include cavalry (Handle Animal), corps of engineers (Craft: construction), infantry (Survival), marine (Profession: sailor), medic (Heal), officer (Diplomacy), and sapper (Profession: mining);

These are treated as class skills, but do not count against the fighter’s total number of skill points.

Does that mean all of those skills are class skills or only the one the fighter chooses?

Good question! It's intended to be the one you pick, plus any listed under "class skills." However, the wording suggests they all are, which also makes sense.

What do you guys thing?

Hmm, I'm going to make a slight change to Kelgan and choose Officer training this level, as it fits so well.


Male Halfling Bard 5 (Minstrel)

So if I give Jed the heirloom weapon trait, can I gear him up simply with MW armor, MW weapon, and some potions/oils?


Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

I think I am almost done. Just mulling over whether to go DR 4/- and Fire Resist 6 or DR 3/- and Fire Resist 8

I have found a number of things that weren't quite right that has either changed in the rules since the last time we leveled or I just screwed up. However this was a great way to learn things again, hopefully I will retain it by the time we level again!


M Goblin Beer Snob 1/Freethinker 3
Caspian Barefoot wrote:
So if I give Jed the heirloom weapon trait, can I gear him up simply with MW armor, MW weapon, and some potions/oils?

Since that axe is already part of Jed's story, I see no reason why this isn't a nearly perfect way to equip him.


Male Halfling Bard 5 (Minstrel)

So Jed is weilding a greataxe, so I thought he was a prime candidate to trade shield proficeincy for Canny Defense.

He seems like he needs a long bow for ranged attacks to me!


Male Halfling Bard 5 (Minstrel)

So feat wise I went with adaptability and fast recovery.

Maybe someone might want to weigh in on the final revisions of Jed?

Kirth!
So favored terrain for the spirit totem is a mystery to me in Kirthfinder?
What are the options?

"Jed" "J.D." Jedediah Bartimaeus

Spoiler:

Male human barbarian (spirit totem) 3
Melee MW Greataxe +6 (2d6+4/x3) or Power Attack +5 (2d6+7/x3)
Raging
Str 17, Dex 8, Con 14, Int 10, Wis 13, Cha 12
Saves:
Hit points d12: 32
Armor class 18, flst footed 16
MW breastplate+6 +2 –4 30% -5 ft. 30 250
SQ: favored terrain () +2
Rage rounds 10/day (4 + Con mod) +2 /level after 1st=
Raging: Str 20, Dex 11, Con 17, Int 7, Wis 16, Cha 15
Damage reduction 1/–
Canny Defense (Ex): You can trade proficiency with shields for the Canny Defense feat.

SPIRIT TOTEM

Spoiler:

You are at one with the spirit world, allowing you to access mystical abilities that most barbarians shun and fear. This totem is intended to synergize with the incarnate’s Rage mystery, in order to supersede the Rage Prophet prestige class from the Advanced Player’s Guide. It can also be used to simulate the Rage Mage prestige class from Complete Warrior.
Favored Terrain: Extraplanar (choose one).
Totem Bonus: Sacred bonus to the saving throw DCs of spells cast while raging.
Bonus Feats: Arcane Armor Training, Arcane Talent (dancing lights, ghost sound, mage hand), Extra Revelation (or Extra Rage), Practiced Bloodline (or Practiced Channeling, Practiced Companion, Practiced Initiate, or Practiced Revelations), Skill Focus (Concentration).
Savage Theurgy (Ex): Choose one spellcasting class in which you have levels. Starting at 4th level, your barbarian levels provide Weak theurgy towards that class’ spellcasting progression. Your spellcasting class levels also provide Weak synergy for purposes of determining the type of rage of which you are capable, your attribute bonuses while raging, and your total number of rounds per day of rage.
Spell Rage (Su): Starting at 8th level, your intelligence is not lowered while you are in a rage, and you can cast spells while raging.

Protective Spirits (Sp)

Spoiler:
: While raging, you gain the effects of a protection from evil spell at an effective caster level equal to your barbarian level (even if you have no ranks in Concentration). You can select protection from good or protection from law instead of protection from evil; once chosen, you cannot change your selection.

History:

Spoiler:

First level:
Jed lived among a tribe of barbarious brutes, any number of them very similar to one another. The most different was the shaman, a man of respect who spoke to the spirits of the ancestors. Once in a great while one of the men followed a different path, and became "unfettered" from his responsibility to the tribe due to his intensity of vision. Jed gained the spirit when his father died, and so he was set free to follow the direction of his spirit guide. Jed left the tribe and traveled far from his remaining family and friends.
Second level:
Jed found himself living in the forests on the outskirts of the Village of Wolvishton, it was there this former brute made his first friend a ranger named Otis. Through his friendship he became familiar with the local area, the people, places and things to be seen, he lived in the mountains nearby, communing with the spirits by painting upon the walls of a cave.
Jed was involved in a vision quest to try and learn what his father's restless ghost, was trying to warn him about. Though Jed wanted to march immediately upon the darkness rising, his father’s spirit bade him to wait. Jed also came into town to trade furs for coin and drank at the local tavern who quickly hired him as a bouncer. Jed actually learned to enjoy the company of others, and even began to learn when to apply what amount of force for a given situation.
Third level:
As a bouncer, Jed proved to be reliable, but more importantly level-headed, and he quickly became a frequent bartender and, eventually, a co-manager along with the owner Bobby.
Jed's waiting resulted in him being around to see the darkness as it marched upon him and the locals in the village. At first he thought that the darkness would consume everyone, but it did not!
Famous quote on Otis as a vampire……
Jed, wiping sweat from his brow,(and tears from his eyes)* remarks, "Otis was a ranger. He loved the woods more than the town anyway. His coffin could be anywhere in a hundred square miles of forest." *tears added for continuity…..
Low the spirit guide had chosen for him, not as Jed expected, as it came in the most curious creature a hobbit whose voice and music calmed his father's spirit. And whose powers and command of the undead awed him. Jed took this as a sign that Caspian could lead him to answers that he was seeking, so he began following the little hobbit at a distance at first, finally seeing Caspian free the spirit of the little girl he is convinced that he shall learn from Caspian and then go with his father's spirit one day together to the other side.

After the girl’s spirit was laid to rest, Jed presented himself to Caspian.
”I will serve you if you will guide me, help to destroy that which troubles the spirits into restlessness, and free Otis from his curse.”

"Jed" "J.D." Jedediah Bartimaeus

Spoiler:

Male human barbarian (spirit totem) 3
Initiative 1d20 ⇒ 19
Senses
Perception 1d20 ⇒ 4
------------------------------------------------------------------------
DEFENSE
------------------------------------------------------------------------
AC AC 21, touch 17, flat-footed 14
(+4 armor, +3 dex, +)

Hit points
Fort +, Ref +, Int +, Will + .
DR 1/-
------------------------------------------------------------------------
OFFENSE
------------------------------------------------------------------------
Spd 30'
Melee
GreatAxe 1d20 + 6 ⇒ (3) + 6 = 9 Damage 2d6 + 4 ⇒ (6, 1) + 4 = 11
Power Attack GreatAxe 1d20 + 5 ⇒ (14) + 5 = 19 Damage 2d6 + 7 ⇒ (3, 6) + 7 = 16

Ranged

Alchemists fire 1d20 + 1d6d6d6d1d6 ⇒ (2) + (2, 6, 2, 5, 3, 4, 5, 1, 3, 4, 2, 4, 1, 4, 4, 3, 4, 5) = 64
a miss deals 1 of splash damage
Ranged modifiers
BAB +3,
Space '; Reach '
------------------------------------------------------------------------
STATISTICS
------------------------------------------------------------------------
BAB +3; CMB+
CMD+
Skills: (2+ 0 int)*3 level= 6 points
*Acrobatics
**Athletics 9 (+3 level, +3 strength, +3 class)
*Bluff
Concentration
Diplomacy)
**Endurance 8 (+3 level, +2 con, +3 class)
Escape Artist
Fly Dex
*Handle Animal 6 Cha (+1 rank, +2 cha, +3 class)
Heal Wis
Knowledge (linguistics)
*Knowledge (lore) 5 (+1 rank, +3 class, +1 int)
knowledge ()
*Knowledge (warfare)) 5 (+1 rank, +3 class, +1 int)
**Perception Wis) 7 (+3 level, +1 wis, +3 class)
*Planar Sense) 5 (+1 rank, +3 class, +1 int)
Sleight of Hand)
Spellcraft Int)
*Stealth * (+1 rank, +3 class, +2 dex, -AC))
Streetwise Cha)
*Survival Wis 5 (+1 rank, +3 class, +1 wis)
*-class skills.
**automatic 1 rank/level
Secondary skills:
*Craft
*Profession (sailing)
[spoiler]
Feats:
[spoiler]
1. FAST RECOVERY
You recover from wounds more quickly and easily than others.
Prerequisite: Constitution 13+.
Benefit: You gain the following benefits:
 You heal at double the normal rate (2 hp per character level for a full night’s rest). With full bed rest for 24 hours, you recover 6 hp per character level. Even when not resting, you heal 1 hp per character level every 8 hours.
 You regain double the indicated hit points from a successful use of the Heal skill, or from taking a breather (Chapter 1).
 All magical healing you receive is treated as if it were empowered (as per the Empower Spell feat) for you only.
 You heal attribute damage more quickly than normal. You heal a number of ability points per day equal to 1 + your Constitution bonus.
 You recover from fatigue and exhaustion at twice the normal rates.
Normal: With a full night's rest (8 hours of sleep or more), you recover 1 hit point per character level. Any significant interruption during your rest prevents you from healing that night. If you undergo complete bed rest for an entire day and night, you recover twice your character level in hit points. You heal ability damage at a rate of 1 point per day.
Source: This feat supersedes the Mind Over Body and Rapid Metabolism feats from the 3.5 System Reference Document (“Psionic Feats”).

2. (BONUS) ADAPTABILITY
Benefit: You are immune to all circumstance penalties. In addition, as an immediate action you can designate an opponent and negate one source of circumstance bonuses against you from that opponent (e.g., advantage from attacking from higher ground, or additional damage from the Mounted Combat or Power Attack feat) until the start of your next turn. You need not know which of the opponent’s abilities provide circumstance bonuses; the first one used against you by that opponent is negated. If more than one apply simultaneously, the referee will select one (generally the highest numerical bonus, if immediately obvious).
Source: This is equivalent to the Oathsworn’s “greater adaptation” class feature from Arcana Unearthed (Malhavoc Press).

3. Power attack (class)
Traits:
Heirloom WeaponMW Greataxe

Potions/oils

Spoiler:

Cure light wounds (2)
Enlarge Person (1)
Hide from Animals (1)
Hide from undead (2)
Magic weapon (2)


Male Goblin Druid 5

1d8 + 3 ⇒ (6) + 3 = 9


M Goblin Beer Snob 1/Freethinker 3

Cricket: Thanks! The only thing out of place are your save DCs: since your Cha modifier is +0, they should be 10 + spell level (11 + spell level for Conjuration spells) -- unless you swap out Fast Recovery for Serenity, which would allow you to use Wis for your Concentration bonus and spell DCs.

You can assume magic vestment is always active, since I'm too lazy to track durations, which means you can trade in that 1,000 numen for something else if you want. In fact, even with all the random alchemical crap you're carrying around, it looks like you have a fair amount of unspent mojo.


Male Goblin Paladin 7/Teamster Steward 2/Inquisitor 1

Confession/question I was hoping to avoid: what is numen/mojo and where are the rules for it?

If I used to know, I have since forgotten.

Spoiler:
[bubble bubble bubble]


Male Goblin Paladin 7/Teamster Steward 2/Inquisitor 1
Kirth Gersen wrote:
Check Chapter 6 (Equipment), under "Magic Items and Wealth."

Okay, I found it. I remember thinking that Cricket was a bit of a nonmaterialist (I was gonna say ascetic for a second, but that's obviously untrue) and I'll look them over, but I don't want to hold anything up. We can (Dungeon Master willing) work it into the game, Cricket using his druid skills to find magic mushrooms or something like.


M Goblin Beer Snob 1/Freethinker 3
Doodlebug Anklebiter wrote:
We can (Dungeon Master willing) work it into the game, Cricket using his druid skills to find magic mushrooms or something like.

Dungeon master is always willing, according to the rules he wrote -- that's how it's supposed to work!

Alternatively, you can carefully keep your total gear below "minimim" in the table, and instead bump yourself to 6th level instead of 5th, because in Pathfinder (and by extention Kirthfinder), a 6th level character with NPC gear is CR 5 -- the same as a 5th level character with PC gear.


Male Halfling Bard 5 (Minstrel)

I think that's an awesome idea.

I recall there were lots of those types of things listed in the SRD but otherwise as well.

We used to have an extensive "herbalist" in some of my old games, they could pretty much emulate any spell under 3rd level. Some of those ingredients were hard to come by and usually limited in number (used just like potions/oils mechanically).

We even had a saying that the spell goodberry was based upon an actual rare plant the "goodberry plant"......


M Goblin Beer Snob 1/Freethinker 3
Caspian Barefoot wrote:
We used to have an extensive "herbalist" in some of my old games, they could pretty much emulate any spell under 3rd level. Some of those ingredients were hard to come by and usually limited in number (used just like potions/oils mechanically).

I always liked that kind of thing -- in the KF "Craft (Alchemy)" skill, it's specifically spelled out that you can use herbalism instead of chemistry to make potions, etc.


Male Goblin Paladin 7/Teamster Steward 2/Inquisitor 1

Hey, Kirth and co.!

Christmas has come early to UPS this year, and I have gone from my normal lacksadasical, ne'er-do-well layabout lifestyle to one filled with long, long hours of loading all your [redacted] Christmas presents into trucks.

I'd like to have Cricket sit out until the end of the year or so, if nobody minds. Cricket and Gleed and Wolvie could spend some quality time together, tending to a druid's grove and exploring the mysteries of nature.


M Goblin Beer Snob 1/Freethinker 3

There's no actual rule that says the party needs to stick together, and Cricket is a rather independent sort... so it actually kind of fits his personality better to NOT go traipsing off to some haunted keep somewhere out in the middle of noplace. I don't see any issue.

TL; DR: Real life importance >> game.


Male Goblin Druid 5

"Gleed, Did you know marsupials have paired gentialia?"

Cricket continues his lessons in animal husbandry...


Male Halfling Bard 5 (Minstrel)

Sorry for delay, been sick for awhile...


Male Halfling Bard 5 (Minstrel)

Kirth do I need to roll leadership or will that post suffice?


M Goblin Beer Snob 1/Freethinker 3

For gaining a follower? No roll needed. Or is "that post" something else?


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Male Halfling Bard 5 (Minstrel)

I was going for a rousing speech, not necessarily an inspiriation.

I guess it just felt flavorful at the moment.


male Hobgoblin (Elven lineage) 5th (2nd level monk, 2nd level goblin paragon, 1st level worghest)

Hey all,

I am going out of town for a couple weeks and posting will be spotty to non-existent after the 26th.

Kirth - We are going to Scotland instead of Iceland but thanks for the advice. Its a trip the wife and I will take in the future.


M Goblin Beer Snob 1/Freethinker 3

Scotland was on my bucket list as well! Hope you have a great trip -- look forward to hearing about it.


male Hobgoblin (Elven lineage) 5th (2nd level monk, 2nd level goblin paragon, 1st level worghest)

It was pretty awesome. The only thing I would say we did wrong was try to do too much. The kids wanted to see stone henge so we flew into London and drove out to Wiltshire for a day and then headed up Inverness. Three days in the highlands was perfect and then on to Edinburgh for New Years. An awesome party but not so great if you wanted to see stuff as it was very crowded. Then back to London for a night before we flew back. One more day in Edinburgh would have been nice but we'll have it for next time.

Refined my whiskey palate a bit and learned about the family clans which by a stroke of luck happened to be right around Inverness--although the head of the clan died just a few years ago without naming any heirs so the family castle was bought by Bass Ale. Oh well.


M Goblin Beer Snob 1/Freethinker 3

Sorry for the hiatus. They blocked Paizo at work -- but that's OK, because I put my notice in (not for that reason!) and am now planning another move halfway across the country. When things settle down I hope to continue posting at a much higher rate, and hopefully we can keep things rolling.


Male Halfling Bard 5 (Minstrel)

No worries.


Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

Where are you heading now? Congrats on the New job!

I've been away after my son had emergency surgery to remove his appendix.


male Hobgoblin (Elven lineage) 5th (2nd level monk, 2nd level goblin paragon, 1st level worghest)

I had been lax as well due to family landing themselves in the ICU. All is well now. Hopefully you are going somewhere nice.


M Goblin Beer Snob 1/Freethinker 3

Back to H-Town -- they made me an offer I couldn't refuse!


Male Halfling Bard 5 (Minstrel)

Game on!

I have been private messaging players.


Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

Almost exactly a year later!


Male Goblin Paladin 7/Teamster Steward 2/Inquisitor 1

I received a private message. I am in Brooklyn at the moment, but I will be back home tomorrow and I'll check in and see what's up.


Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

Does Kirth know? :)


M Goblin Beer Snob 1/Freethinker 3

I do now!


Male Halfling Bard 5 (Minstrel)

Caspian Barefoot wrote:
how much spell research to combine orisons dancing lights and spark....I would name the new orison "Strobe strike" ?

See Spells chapter. Dancing lights (0 level) + Cascade Spell (spark; +1 level) + Extend Spell (instantaneous to 1 round/level; +2 levels) = 3rd level spell. The dancing lights would set afire any Fine-sized, unattended, flammable objects they touched....

Copy/pasted from play thread.

Situationally fantastic combination to give a fire source for pyrotechnics... Can it be done via imbued item? Instead of third level spell slot?


M Goblin Beer Snob 1/Freethinker 3

Sure, if you use the rules for item pricing.
3rd level spell x CL 5th x 900 (command-activated) = 13,500 numen.
1/day = 13,500/5 = 2,700 numen.


Male Halfling Bard 5 (Minstrel)

Glad to see wyvern is back .... Let's roll!!


M Goblin Beer Snob 1/Freethinker 3

Haha! Wonder if Jaegr is aware?


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Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

Still around. Just away for the holiday

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