Masters of Golarion II

Game Master fnord72


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Some of the ACG is up on the SRD. I know the classes and their archetypes are for certain.


I feel as though I'll also need Craft Magic Arms and Armor and Craft Wondrous item in that case. Also, how did we go through the 'adding scaling effects to specific magic items' again? I was thinking of bumping a Celestial Plate Armor to a +4 or +5.


For something simple like the celestial armor, add the cost difference from +3 to +4.


Would anyone mind if I grabbed Extra Rage Power after gaining levels of Ulfen Guard? If so, I've been thinking of a few interesting powers.

Right now, I'm thinking of Aberrant bloodline Bloodrager. I'd like to get rid of Aberrant Fortitude and Unusual Anatomy for some powers. The rage powers on my list right now are Raging Leaper, Raging Flier, the Spirit Totem line, Unexpected Strike, Reckless Abandon, and Come and Get Me. Can anyone help me trim the fat?


Starting to think of gear. Would the effect of mithral stack on the a Celestial Plate Armor? It doesn't state that it uses mithral in the construction, so I assume the effect is some sort of magic. Mostly, I'm looking to increase my speed on this one.


No, celestial plate is a specific metal already. There's a lot on the forum about that already. Keep in mind that celestial plate is heavy armor treated as medium. Using mitral would change that to be heavy pretending to be medium, but still requiring heavy armor proficiency.


Really? I didn't see any specific metal used in the armor's construction. But I almost feel like dropping to a mithral breastplate and just cycling Raging Flier now.

Also, what's the current plan with stat manuals and tomes?


The text says made from specific gold and silver for celestial armor.

As for manuals and tomes, there was no restriction on them. As noted in the core book, up to a +5, counts against wealth. Note that crafting does not save 50%. On a +5 tome, crafting saves like 2500 gold.


Alright, I feel I was mistaken. Though I did find this lovely little number. With twenty-five levels to play with, a fighter dip isn't too shabby.

Also, I think the best I can do for mass movement is wands of Teleport and Overland Flight made by summoners.


Alright, here's a bit more completed build.

Weyland Amherst:

----------------------
Statistics
----------------------
Initial
Str 16, Dex 13, Con 15, Int 10, Wis 10, Cha 14
After Racial Adjustments
Str 18, Dex 13, Con 15, Int 10, Wis 10, Cha 14
After Ability Increases
Str 22, Dex 13, Con 18, Int 10, Wis 10, Cha 15
After Tomes/Manuals
Str 27, Dex 18, Con 23, Int 10, Wis 10, Cha 20

Feats
1: Exotic Weapon Proficiency (Bastard Sword)
Human: Power Attack
3: Raging Vitality
5: Arcane Strike
Bloodline (6): Combat Reflexes
7: Craft Magic Arms and Armor
9: Blooded Arcane Strike
Bloodline (9): Iron Will
11: Raging Deathblow
Bloodline (12): Improved Initiative
13: Raging Brutality
15: Craft Wondrous Item
Bloodline (15): Improved Unarmed Strike
17: Dazing Assault
Bloodline (18): Great Fortitude
19: Riving Strike
21: Extra Rage Power
23: Intimidating Prowess
25: Cornugan Smash

I went with Aberrant bloodline here, but my feat choices would be largely the same if I had chosen Arcane instead. I'm still debating how that will turn out.

As for levels, I'm currently planning bloodrager 20/ Ulfen Guard 1/ fighter (unbreakable archetype) 1/ Chevalier 3. If I feel like I don't need so many rage powers, I'll switch out Ulfen Guard and replace Extra Rage Power with something else.

The stat books will run me 550k, leaving me with 955k to play with. My next idea on purchase would be a +4 furious, courageous bastard sword, which does a great deal of good for this build. Any questions or concerns?


Ace, the sash won't work with a 1 level dip. You need fighter 2 for bravery and 3 for armor training. If you have them, they increase by +1 with the sash.

Look at boots of teleportation instead. Wands cap at 4th level and can't hold teleport.

One awesome weapon may tie up a lot of resources that only cover limited situations. Do you have a means of handling epic dr?


DM Fnord wrote:

Ace, the sash won't work with a 1 level dip. You need fighter 2 for bravery and 3 for armor training. If you have them, they increase by +1 with the sash.

Look at boots of teleportation instead. Wands cap at 4th level and can't hold teleport.

One awesome weapon may tie up a lot of resources that only cover limited situations. Do you have a means of handling epic dr?

I'd challenge that a bit. The sash says it treats the fighter level as 4 higher, not that it increases the bonus by +1. To me, this says I aught to have an effective level of fighter 5 for Armor Training. But if you have an issue with granting bonuses to class levels you don't yet have, I could relent on that. Mostly just wanted the move speed anyway.

As for the wands, would you believe that Overland Flight and Teleport are both on the Summoner spell list as 4th level spells, despite those spells being 5th level for wizards? You'd need to find a high enough level of summoner with the Craft Wand feat and it costs an extra 6k over wizard and cleric made wands of fourth level, but it should work in theory. Once again, if you feel this is rule abuse as GM, I'll drop it, but it makes sense under RAW.

Also, a furious weapon increases a weapon's enhancement bonus by +2 when the wielder is raging. A +6 weapon overcomes DR/epic. I'm also looking at getting some gauntlets magick'd up so I can drop Greater Magic Weapon on them in a pinch, but that works a bit wonkier with the furious and courageous special abilities. Furthermore, Chevalier gets Smite Evil as it's capstone once per day. Smite, by definition, overcomes any DR the target has. I'm thinking my first mythic path ability will be Mythic Smite on the Champion list for this reason.


I discussed a custom magic weapon with Fnord. Basically, I wanted to upgrade the Sun Blade. Here's the math involved with what he got back to me. Would this be alright with everyone else?

fnord72 wrote:

Sunblade: +2 bastard sword with bonuses against creature types and a spell.

The type bonuses kinda look like holy, which is a +2 enhancement. It looks like instead of an additional +2d6 damage, this was traded for a second set of creature types. For now lets use this.

The spell uses daylight as its base. Daylight is a 3rd level spell, once a day, command word. This costs 3x5x1800=27000 / 5 = 5400.

A +4 (+2 holy) weapon has a base of 32000, add 5400 and we get 36400. The sunblade costs 50335. So we're missing just under 14k in valuation. Let's assume that alterations to "holy" is where this extra cost comes from.

So to increase the enhancement of the weapon, I'd start at +4, you want to increase the total enhancement to a +7. A +7 weapon costs 98k, less the 32k we've calculated into the blade and we get 66k.

Adding that to the sunblade we end up with a total cost of 116,335 gold.


I have a proposal for using maps. Roll20. When on one of the subscription packages it allows for dynamic lighting. Ace and I were checking it out and it is perfect for PbP. I absolutely love the options it gives. I plan on using it for maps when I begin my foray into becoming a GM.

And if anyone doesn't want to pay for a subscription, I already have one. Also, I am able to promote a player to GM as well. This allows more than one user to edit maps and the like. Problem solved!

Thoughts?


Forgot I had an account at roll20. sounds good to me. We definitely need to list that in the recruitment thread.

So GMV and myself are pretty much sticking with our characters as is, maybe a few tweeks.

acediamond and CDL are writing up new characters.

Which means we are waiting on the two of you before we kick off a new recruitment thread. :)

Are you planing to just retcon your new character to replace your old, or develop a new connection to Katja and Validk?


I'm thinking of replacing Jacob entirely. Weyland was from an earlier campaign, though he was an Invulnerable Rager barbarian instead of a bloodrager. The personality will stay the same, though.

At the moment, I just need to iron out where my levels between 21 and 25 are going to go. I like the idea that, despite being devoutly faithful, Weyland's rage is what fuels his strength. I was thinking chevalier before, but paladin is useful too. Luckily, bloodrager doesn't carry the alignment restrictions that barbarian does. I'll need to figure it out, but after that, it's just writing everything down. I'm hoping to get a full draft in by the weekend. Sorry for the mass postings.

As for gear, what's our stance on combining items?


If nothing has changed, then we're just using the normal "highest item for the base cost, anything else added is normal price * 1.5 to total sum" rule.


What he said!


Alright, then! Would it behoove anyone terribly were I to combine a Headband of Aerial Agility with a Headband of Mental Prowess? I thought the former affected all three stats, but it only enhances one.


Those get combined a little differently. Here's the quick crunch:

Arial agility 4500, 42k, 81k
@2 +2 CL caster level for fly spells
@4 fly 3/day
@6 fly at will

Mental Prowess 10k, 40k, 90k

Superiority 16k 64k 144k

Fly, 3rd level, CL 5, command word = 27k, always on 30k

Combining Arial and Prowess per standard rules 10k + 9k(4.5x2) = 19k; 42k + 60k = 102k; 90k + 121.5k = 211.5k

Adding always on fly to Superiority = 144k + 45k = 189k you loose a +2 CL for fly effects (doesn't affect your fly skill), which at this level, you should be able to withstand hurricane/tornado winds anyway.

Validk has a +34 fly, in a hurricane, he needs to make a DC 25 fly check with a -12 penalty. He needs to roll a 3 or better. 7 or better for a tornado. He auto-succeeds the check to move for the hurricane and needs a 2 for the tornado.


I believe I could deal with the 189k option. At will fly seems more than a little useful. Only thing better for my purposes would be air walk and I don't think anything outside of a wendigo gets that at will.


I was wanting to know how everyone felt if I shifted a non-mythic feat or two around. Do I need to stay with what the dragon statblock says I get? Or may I drop one or two feats to tweak my build a bit?


I've no problem with that.


I'm almost ready to post my build. I just need to figure out traits, finish gear, and decide what I want to give up Improved Uncanny Dodge for, archetype-wise.

Also, would it be out of the question to pick up a campaign trait? I'm really liking Finding Your Kin, though I feel like for Wey's backstory it would be more like 'finding your kin's killer'.


That particular campaign trait is just a tad powerful.

Traits are supposed to be roughly equal to half a feat.

Toughness at lvl 20 gives 20 extra HP.

This trait, at level 20 potentially gives 20 extra HP, and 20 extra skill points.

Most feats that give skills will give a +2 to two skills that can increase to a +4 at 10th level.

I'm inclined to say no.


Alright, I'll take something else. If I could ask, would it be safe to assume that the Belligerent Shield is a +6 shield for purposes of adding enhancement bonuses?

Also, I'm still not done with gear, but my feats are done. I think I could have pumped damage a bit high with the sword, but I believe everything is legal. Here's the google document.


Where are you getting +6?

Animated is +2, bashing is +1, and it has a +1 bonus, that's only +4. The rest of the cost is likely the cost for the attack.


I was thinking that the 36,170gp price would match perfectly with a +6 shield. But if the rest is a straight 20k pricing, I'll take that just as well.


I think I may be done. Would everybody be alright with me using this build? The link is the same as the one I posted on Saturday?


I think I am fine with it. I will go over it further when I am not so tired. I knew I shouldn't have stayed up so late on the weekend.


I'll start looking at it as well.

With no details though. We basically have to re-engineer everything to check your numbers.

For instance, your saves by class are based:

blood rager 12/6/6
fighter 3/0/0
cavalier 2/1/2

For a subtotal of 17/7/8.

Now I go check your abilities, and rebuild your point buy, racial bonuses, equipment and other changes to your attributes, then add the mods to your saves from there.

Then go though all your class abilities, gear, mythic to figure out where the rest of your saves come from.

This gets repeated to check your BAB, CMB/D, AC, etc.

Your equipment costs aren't listed.

Note that as far as I can tell so far, you still have a 15% arcane spell failure chance from the shield.


Sorry, I forgot when I posted that all my equipment costs were on a sheet here. Underneath the equipment list, there is a space for pricing. I used half price for crafting in anything applicable, so you know.

As for statistics, I have those calculated from an altered set I posed earlier. Here's the final version.

Spoiler:

Initial
Str 14, Dex 13, Con 15, Int 13, Wis 12, Cha 14
After Racial Adjustments
Str 16, Dex 13, Con 15, Int 13, Wis 12, Cha 14
After Ability Increases
Str 20, Dex 13, Con 18, Int 13, Wis 12, Cha 15
After Tomes/Manuals
Str 25, Dex 18, Con 23, Int 13, Wis 12, Cha 20
After headband/belt
Str 31, Dex 24, Con 29, Int 19, Wis 18, Cha 26

All the classes I took get full BAB. Mighty Bloofrage adds +8 to STR, which as a morale bonus increases to +11 from the Courageous and Furious aspects of the sword. The bonus to CON is similar in rage, though Raging Vitality grants an extra +2 for a total of +13. As for the shield and spell failure chance, I was thinking of only using my buffs before pulling out the shield.

Are there any other questions I can address?


I am trying to whittle down my spell list. Here is what I have selected for far. I am still not finalized on this yet. Any good selections for a spontaneous caster would be awesome.

Sorcerer Spells Known (CL 15th; concentration +25):


  • 7th (5/day)—greater restoration, resurrection
  • 6th (8/day)—antimagic field, greater dispel magic, heal{super}M{/super}
  • 5th (8/day)—atonement, permanency, plane shift (DC 25), true seeing
  • 4th (8/day)—dimension door, freedom of movement, greater invisibility, planar
  • adaptation{super}{/super}
  • 3rd (8/day)—arcane sight, cure serious wounds, fireball{super}M{/super} (DC 23), haste{super}M{/super}
  • 2nd (9/day)—communal protection from evil{super}{/super}, cure moderate wounds, invisibility, lesser restoration, make whole
  • 1st (9/day)—cure light wounds, grease, mage armor, magic missile, see alignment{super}{/super}
  • 0 (at will)—arcane mark, create water, detect magic, ghost sound (DC 20), light, mage hand, prestidigitation, purify food and drink (DC 20), stabilize

I am taking abilities that give me mythic spells. These are the ones I am taking. I get 3.

Mythic Fireball wrote:

The damage dealt increases to 1d10 points of fire damage per

caster level (maximum 10d10). Any creature that fails its Reflex saving throw catches on fire (Core Rulebook 444), taking 2d6 points of fire damage each round until the fire is extinguished. Attempts to extinguish this fire use the spell’s save DC. Augmented (6th): If you expend two uses of mythic power, the maximum damage increases to 20d10, the area increases to a 40-foot radius spread, and any fire damage dealt by the spell bypasses fire resistance and fire immunity.
Mythic Haste wrote:
Affected creatures gain an additional move action each round. The movement speed increase changes to 50 feet, to a maximum of three times the creature’s normal speed for that movement type. Augmented (3rd): If you expend two uses of mythic power, the movement speed increase changes to 70 feet, with no limit based on the creature’s normal speed. If an affected creature moves at least 30 feet on its turn, it can travel across liquid as if the liquid were solid. If the liquid deals damage on contact, the creature takes only half damage from moving across it.
"Mythic Heal wrote:
The damage cured increases to 15 points of damage per caster level (maximum 225 points). Augmented: If you expend two uses of mythic power, the spell also acts as restoration.

As for feats, I am dropping weapon focus (bite) and power attack. In their place I will be getting Intensified spell and Wingover.

Feedback?


I would double think Permanency, but otherwise it looks good to me.

Also, I ended up dropping the shield on my sheet. I think I'm covered to the point I want now.

Has CDL posted anything on a character? I'm curious on when we could start this up.


I do believe you're right. I am dropping permanency and taking baleful polymorph. I will get the mythic version later. This really is an awesome spell.


They look good to me!


So far as I can tell, I have hyperlinked everything that needed it. If everyone would take a look at Katja and tell me if I missed anything. Barring that, I believe I am done.


I've improved my explanations of my abilities and shifted a few things about. Here is my character sheet. I'll make an alias and add his backstory soon. Let me know what you think and if you have any questions.


@aceDiamond Is the feat power attack(mythic) counting as two feats?

Both look good!

Not as detailed as mine though... :-P


You mind linking yours again, Fnord? I could always expand my descriptions further if you think I should.

Also, the Power Attacks are separate. Normal, I got at first level and my first mythic feat was the expanded version. But since the mythic version alters the normal one even without spending MP, I lumped them in the special abilities section.


No problem.

Here you go: Validk Ghujold


Thanks! Gives me a few more ideas on what I should do and pick up. I'll fix it up after I get off of work.

One thing though, I don't think Adaptive can be put on crossbows.


oops, I switched the crossbow to a composite longbow.


Ancient Silver Dragon/Archmage 1

CosmicDreamLord, how is your character coming along?

Fnord, have you finished with your tweaks?

-Posted with Wayfinder

Silver Crusade

Started on the backstory in the alias. Going to finish that and buy mundane gear and then I think I'm done. Here's the link in case anyone wants to check up on my math or choices. I believe everything is alright.

Silver Crusade

Mundane gear taken care of. Sorry for the delay on my part. Some of the backstory has been tough for me to get down in writing. But other than filling in a few more blanks, I think I'm ready.

How is everyone else fairing?


mine are just a couple spells changed out.

Silver Crusade

In that case, can anyone get a hold of Cosmic Dream Lord so we can start looking for applicants?


Seems like we're taking a bit to get off the ground.


Indeed. So what's going to happen from here?

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