Rando's Mummy's Mask (Completed) (Inactive)

Game Master rando1000


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Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

Here's a discussion thread. We can move comments here.

Silver Crusade

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Male Human Things/20

Huzzah, we have a thread!

Good news, my monitor came in, so I should be able to get to work on getting you my statblock for Kephry and building an alias for her. I'll keep you posted as to my progress.


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Female Catfolk Bloodrager/2 |HP: 52/52 |AC 18, T 12, FF 17 |Saves; Fort: +9, Ref: +3, Will: +1 |Init: +1| Perception: +9 (Low-Light Vision)

Alrighty, here she is, ready for you to look over. I'll also be sending you a PDF.

Dark Archive

Female Witchwolf (Bite Attack 1d6, 2 Claw Attacks 1d4 | +2 Wis) Oracle (Black-Blooded) 4 Wizard (Spellslinger) 1| HP: 9/27 | AC: 14 (+4 Armor) / T: 10 / FF: 14 | Fort: +3, Ref: +2 (Wolf: +3), Will: +5 (Shifted: +6) | CMB: 3, CMD: 13| Init: +0 (Wolf: +2), Perception: +0 (Shifted: +1) (Darkvision 60ft) | Grit: 1/1

Zelda, reporting in!

Also, for the record I went ahead and removed After Dark from my pinned tabs... :(


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Hicklespurn The Intuitive, Male Gnome Vanguard 8 HP: 63/63 [20 Abblative HP]| AC: 22+2 / T: 15 / FF: 19+2 | Fort: +8, Ref: +5, Will: +7 | CMB: +6, CMD: 16 | Init: +3 | Perception: +18; +2 w/ AO, +2 W/ Dim or darkness; LowLight | Resonances 8/9
Shmick:
'Male' Construct HD 6| HP: 51/57 [25 Ablative HP] | AC: 25+2 / T: 18 / FF: 20+2 | Fort: Immune, Ref: +8, Will: +3 | CMB: +6, CMD: 20 | Init: +5, Perception: +8, LowLight, DV 60ft | MT 4/4

Still working on this, but should be done tonight! I could've made a new alias, but I suppose I can use this one since it's fairly broad in usage. Wish there were more old looking gnome avatars... Oh! And I suppose this is mommentous for me, as this js my 2000th total posts on this site. Never thought I'd get there, and I suppose After Dark was a large contributor there.

And that truly is a bittersweet thing... But hey, we played the game out to it's conclusion. How many people can honestly say that on these boards?


Female Human Oracle 7 | HP: 45/45 | AC: 21 / T: 12 / FF: 19 | Fort: +4, Ref: +5, Will: +6 | CMB: +5, CMD: 17 | Init: +2, Perception: +7 | Spell Points 13/13

Hola, this is Jon's Sphere Oracle. Of metal. Because...metal. I might tweek and add a few details to the fluff sections, but the crunch should be done.


Hicklespurn The Intuitive, Male Gnome Vanguard 8 HP: 63/63 [20 Abblative HP]| AC: 22+2 / T: 15 / FF: 19+2 | Fort: +8, Ref: +5, Will: +7 | CMB: +6, CMD: 16 | Init: +3 | Perception: +18; +2 w/ AO, +2 W/ Dim or darkness; LowLight | Resonances 8/9
Shmick:
'Male' Construct HD 6| HP: 51/57 [25 Ablative HP] | AC: 25+2 / T: 18 / FF: 20+2 | Fort: Immune, Ref: +8, Will: +3 | CMB: +6, CMD: 20 | Init: +5, Perception: +8, LowLight, DV 60ft | MT 4/4

Hmm, I notice you took Trap spotter too. Should I change back to Inquisitive Archaeologist? Don't want to 5o step on toes.


Female Human Oracle 7 | HP: 45/45 | AC: 21 / T: 12 / FF: 19 | Fort: +4, Ref: +5, Will: +6 | CMB: +5, CMD: 17 | Init: +2, Perception: +7 | Spell Points 13/13

Depends on which one us is actually any good with it. Dex will probably be the physical attribute I bump the most, but most of my focus will be on Charisma. If you're going for more Dex based, then I'll drop it instead.


Hicklespurn The Intuitive, Male Gnome Vanguard 8 HP: 63/63 [20 Abblative HP]| AC: 22+2 / T: 15 / FF: 19+2 | Fort: +8, Ref: +5, Will: +7 | CMB: +6, CMD: 16 | Init: +3 | Perception: +18; +2 w/ AO, +2 W/ Dim or darkness; LowLight | Resonances 8/9
Shmick:
'Male' Construct HD 6| HP: 51/57 [25 Ablative HP] | AC: 25+2 / T: 18 / FF: 20+2 | Fort: Immune, Ref: +8, Will: +3 | CMB: +6, CMD: 20 | Init: +5, Perception: +8, LowLight, DV 60ft | MT 4/4

+8 right now, and it'll get quite a bit higher as things go on. Vanguards grt half their level on DD checks, Engineering, and Craft.


Female Human Oracle 7 | HP: 45/45 | AC: 21 / T: 12 / FF: 19 | Fort: +4, Ref: +5, Will: +6 | CMB: +5, CMD: 17 | Init: +2, Perception: +7 | Spell Points 13/13

Makes more sense for you to have it, then. I'll tweek mine later.


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

So we have:
Kephry, CG Catfolk, native of Osirion
Malavine, CG Human, native of Varisia
Zelda, TN Human(at first glance, anyway), native of Alkenstar
and Hicklespurn, CG Gnome, native of Alkenstar

Looks like that's everyone except Atlas/Isagoras and his Theurge.

I'll look these over and get back with everyone. An...interesting team, to say the least.

Dark Archive

Female Witchwolf (Bite Attack 1d6, 2 Claw Attacks 1d4 | +2 Wis) Oracle (Black-Blooded) 4 Wizard (Spellslinger) 1| HP: 9/27 | AC: 14 (+4 Armor) / T: 10 / FF: 14 | Fort: +3, Ref: +2 (Wolf: +3), Will: +5 (Shifted: +6) | CMB: 3, CMD: 13| Init: +0 (Wolf: +2), Perception: +0 (Shifted: +1) (Darkvision 60ft) | Grit: 1/1

I have a question about something in the Blood of the Moon (original skinwalkers book) that always bothered me somewhat.

Werebat-kin can take a feat that lets the turn into a bat as Beast Shape II, a freakin' 4th level spell because bats are diminutive, not to mention they can FLY which is major at early levels, much more so 1st when you can qualify for the feat.

Bat Shape Feat:
Prerequisite: Cha 13, werebat-kin.

Benefit: You can take the form of a bat whose appearance is static and cannot be changed each time you assume this form. You gain a +10 racial bonus on Disguise checks to appear as a bat. Changing from werebat-kin to bat shape is a standard action. This ability otherwise functions as beast shape II, and your ability scores change accordingly.

If you wear a bat pelt, you may choose to adopt a form resembling the bat whose skin you wear instead of your normal bat form.

THEN they can take a 2nd feat to become a freakin' dire bat, essentially making them pretty much better than a werebat (since werebats only get a dire bat form, not a diminutive bat form)

No other skinwalker gets anything even similar, and that always made me think why not? I mean, why can't a witchwolf turn into a wolf with a feat?

So, what would you say to allowing a witchwolf to take a feat to turn into a medium sized wolf (not interested in going dire), as per Beast Shape I which is only a 1st level spell? Granted, it would get me +3 Str and +5 Dex however I would not be able to cast verbal or somatic spells, as I still wouldn't qualify for Natural Spell (not even full fledged werewolves do)


Hicklespurn The Intuitive, Male Gnome Vanguard 8 HP: 63/63 [20 Abblative HP]| AC: 22+2 / T: 15 / FF: 19+2 | Fort: +8, Ref: +5, Will: +7 | CMB: +6, CMD: 16 | Init: +3 | Perception: +18; +2 w/ AO, +2 W/ Dim or darkness; LowLight | Resonances 8/9
Shmick:
'Male' Construct HD 6| HP: 51/57 [25 Ablative HP] | AC: 25+2 / T: 18 / FF: 20+2 | Fort: Immune, Ref: +8, Will: +3 | CMB: +6, CMD: 20 | Init: +5, Perception: +8, LowLight, DV 60ft | MT 4/4

I know that Kephry and Hicklespurn have been traveling for a little while now at least, does anyone want to add into this concept, make us a known group before coming to the city?


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2
The Gnome wrote:
I know that Kephry and Hicklespurn have been traveling for a little while now at least, does anyone want to add into this concept, make us a known group before coming to the city?

I actually have a scene introducing the two of you to the non-Alkenstar people on your way to Wati.


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2
Zelda Marie Lupescu wrote:
So, what would you say to allowing a witchwolf to take a feat to turn into a medium sized wolf (not interested in going dire), as per Beast Shape I which is only a 1st level spell? Granted, it would get me +3 Str and +5 Dex however I would not be able to cast verbal or somatic spells, as I still wouldn't qualify for Natural Spell (not even full fledged werewolves do)

At first level, those stat bonuses are really impressive for the cost of a Feat. I'll consider allowing it at 3rd level though.

Dark Archive

Female Witchwolf (Bite Attack 1d6, 2 Claw Attacks 1d4 | +2 Wis) Oracle (Black-Blooded) 4 Wizard (Spellslinger) 1| HP: 9/27 | AC: 14 (+4 Armor) / T: 10 / FF: 14 | Fort: +3, Ref: +2 (Wolf: +3), Will: +5 (Shifted: +6) | CMB: 3, CMD: 13| Init: +0 (Wolf: +2), Perception: +0 (Shifted: +1) (Darkvision 60ft) | Grit: 1/1
rando1000 wrote:
Zelda Marie Lupescu wrote:
So, what would you say to allowing a witchwolf to take a feat to turn into a medium sized wolf (not interested in going dire), as per Beast Shape I which is only a 1st level spell? Granted, it would get me +3 Str and +5 Dex however I would not be able to cast verbal or somatic spells, as I still wouldn't qualify for Natural Spell (not even full fledged werewolves do)
At first level, those stat bonuses are really impressive for the cost of a Feat. I'll consider allowing it at 3rd level though.

Oh yeah I wouldn't take it until 3rd level at least anyway.

Dark Archive

Female Witchwolf (Bite Attack 1d6, 2 Claw Attacks 1d4 | +2 Wis) Oracle (Black-Blooded) 4 Wizard (Spellslinger) 1| HP: 9/27 | AC: 14 (+4 Armor) / T: 10 / FF: 14 | Fort: +3, Ref: +2 (Wolf: +3), Will: +5 (Shifted: +6) | CMB: 3, CMD: 13| Init: +0 (Wolf: +2), Perception: +0 (Shifted: +1) (Darkvision 60ft) | Grit: 1/1

Oh also I think I noticed something about the automatic bonus progression and the way you are choosing to handle it.. I think, unless I am reading this wrong, when you attune a magic weapon or armor then you treat it normally anyway...

Quote:
Specific weapons and armor can be attuned; they then grant the character's enhancement bonuses from weapon attunement and armor attunement as normal.

Not saying you should change your decision, just wondering if you read this the same way as I do?


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Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2
Zelda Marie Lupescu wrote:
Not saying you should change your decision, just wondering if you read this the same way as I do?

This was my primary concern:

PFSRD wrote:
For example, if a character with a +3 enhancement bonus from weapon attunement wields a keen scimitar, she subtracts 1 point of her enhancement bonus (for the cost of keen), leaving her with a +2 keen scimitar.

So, in essence, the character is worse at hitting with the attuned keen scimitar than she would be with a normal one she'd attuned to.

So, there are no +1 weapons, you only get the +1 from attunement. Essentially, the only magic weapons are going to have special qualities, and those qualities are going to reduce your attunement, making it harder to hit with them than with a normal version to which you've attuned. That's fine for balance sake, but the very idea that a magic weapon becomes less likely to hit is ridiculous to me.

Dark Archive

I'm here, I was just quite sick over the weekend. Not anything normal, either. A headache like a knife in the skull.

I'll get to writing up my Theurge in a sec.


Hicklespurn The Intuitive, Male Gnome Vanguard 8 HP: 63/63 [20 Abblative HP]| AC: 22+2 / T: 15 / FF: 19+2 | Fort: +8, Ref: +5, Will: +7 | CMB: +6, CMD: 16 | Init: +3 | Perception: +18; +2 w/ AO, +2 W/ Dim or darkness; LowLight | Resonances 8/9
Shmick:
'Male' Construct HD 6| HP: 51/57 [25 Ablative HP] | AC: 25+2 / T: 18 / FF: 20+2 | Fort: Immune, Ref: +8, Will: +3 | CMB: +6, CMD: 20 | Init: +5, Perception: +8, LowLight, DV 60ft | MT 4/4

Suppose that'd do you in mighty fierce, yeah. Hope you're recovering alrighty Atlas!


Female Catfolk Bloodrager/2 |HP: 52/52 |AC 18, T 12, FF 17 |Saves; Fort: +9, Ref: +3, Will: +1 |Init: +1| Perception: +9 (Low-Light Vision)

I empathize greatly with that Atlas, I've had migraines all my life. I hope everything will be back to reasonable for you very soon.


Female Catfolk Bloodrager/2 |HP: 52/52 |AC 18, T 12, FF 17 |Saves; Fort: +9, Ref: +3, Will: +1 |Init: +1| Perception: +9 (Low-Light Vision)

Malavine, how did you get three traits out of curiosity? I wasn't seeing a drawback listed on your sheet, was wondering if that just got left out or something.

Dark Archive

Female Witchwolf (Bite Attack 1d6, 2 Claw Attacks 1d4 | +2 Wis) Oracle (Black-Blooded) 4 Wizard (Spellslinger) 1| HP: 9/27 | AC: 14 (+4 Armor) / T: 10 / FF: 14 | Fort: +3, Ref: +2 (Wolf: +3), Will: +5 (Shifted: +6) | CMB: 3, CMD: 13| Init: +0 (Wolf: +2), Perception: +0 (Shifted: +1) (Darkvision 60ft) | Grit: 1/1
rando1000 wrote:
Zelda Marie Lupescu wrote:
Not saying you should change your decision, just wondering if you read this the same way as I do?

This was my primary concern:

PFSRD wrote:
For example, if a character with a +3 enhancement bonus from weapon attunement wields a keen scimitar, she subtracts 1 point of her enhancement bonus (for the cost of keen), leaving her with a +2 keen scimitar.

So, in essence, the character is worse at hitting with the attuned keen scimitar than she would be with a normal one she'd attuned to.

So, there are no +1 weapons, you only get the +1 from attunement. Essentially, the only magic weapons are going to have special qualities, and those qualities are going to reduce your attunement, making it harder to hit with them than with a normal version to which you've attuned. That's fine for balance sake, but the very idea that a magic weapon becomes less likely to hit is ridiculous to me.

Well, right I agree with you, but the line I quoted leads me to believe that if I attune say my keen scimitar then I get my +1 keen scimitar but if I borrow your keen dagger then it's not attuned so I don't have the bonus, just the keen dagger part?

The wording of that paragraph is confusing to me, but it seems to say that with your attuned scimitar you don't lose your bonuses.

OH I see it's talking about SPECIFIC magic items, like say a Holy Avenger would have all of it's special abilities, plus the enhancement bonuses? O_o That's even more confusing. LOL.

So yeah your way is better.


Female Human Oracle 7 | HP: 45/45 | AC: 21 / T: 12 / FF: 19 | Fort: +4, Ref: +5, Will: +6 | CMB: +5, CMD: 17 | Init: +2, Perception: +7 | Spell Points 13/13

Huh, yeah. My Drawback is missing. Odd. I was going to take Family Ties since it fits the character, but I dunno. It might be a bit weak. I'll rummage and see what else there is, since there's a few new ones I haven't looked at fully yet. Or perhaps Hedonistic...

Dark Archive

Female Witchwolf (Bite Attack 1d6, 2 Claw Attacks 1d4 | +2 Wis) Oracle (Black-Blooded) 4 Wizard (Spellslinger) 1| HP: 9/27 | AC: 14 (+4 Armor) / T: 10 / FF: 14 | Fort: +3, Ref: +2 (Wolf: +3), Will: +5 (Shifted: +6) | CMB: 3, CMD: 13| Init: +0 (Wolf: +2), Perception: +0 (Shifted: +1) (Darkvision 60ft) | Grit: 1/1

*peeks in...*


Hicklespurn The Intuitive, Male Gnome Vanguard 8 HP: 63/63 [20 Abblative HP]| AC: 22+2 / T: 15 / FF: 19+2 | Fort: +8, Ref: +5, Will: +7 | CMB: +6, CMD: 16 | Init: +3 | Perception: +18; +2 w/ AO, +2 W/ Dim or darkness; LowLight | Resonances 8/9
Shmick:
'Male' Construct HD 6| HP: 51/57 [25 Ablative HP] | AC: 25+2 / T: 18 / FF: 20+2 | Fort: Immune, Ref: +8, Will: +3 | CMB: +6, CMD: 20 | Init: +5, Perception: +8, LowLight, DV 60ft | MT 4/4

*jumps into view*

BOO!


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Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

Afraid I've been remiss in reviewing peoples' character sheets. I've got everyone except Atlas; I'll get on that this weekend and post any questions I have here. Hopefully we'll be ready to start late next week.

Kephry - Approved.
Malavine - Approved--with the caveat of adding your Drawback once you choose one.


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Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

Zelda - Approved.


Female Human Oracle 7 | HP: 45/45 | AC: 21 / T: 12 / FF: 19 | Fort: +4, Ref: +5, Will: +6 | CMB: +5, CMD: 17 | Init: +2, Perception: +7 | Spell Points 13/13

Added Hedonistic. Sorry for the slight delay, family issues.


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2
Malavine wrote:
Added Hedonistic. Sorry for the slight delay, family issues.

No worries.


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

Hicklespurn - Approved, pending numeric adjustments (see PM).

Dark Archive

Female Witchwolf (Bite Attack 1d6, 2 Claw Attacks 1d4 | +2 Wis) Oracle (Black-Blooded) 4 Wizard (Spellslinger) 1| HP: 9/27 | AC: 14 (+4 Armor) / T: 10 / FF: 14 | Fort: +3, Ref: +2 (Wolf: +3), Will: +5 (Shifted: +6) | CMB: 3, CMD: 13| Init: +0 (Wolf: +2), Perception: +0 (Shifted: +1) (Darkvision 60ft) | Grit: 1/1

So hey what are you all up to while we wait? I'm actually working on a campaign for a home game where I plan to do a sort of AP style thing, but it's my own creation. A mythic campaign taking the party through the Darklands to the Black Desert, the ultimate goal? To find Uragotha's bones and return them to the temple of Pharasma in Sothis. I pretty much plan to let the player (sadly it's only one player, so I am having to make NPCs to fill out the party) play any race or even create a race. In that spirit I've created a sort of humanoid fey race based on the wolpertinger for the NPC that will bring the 'party' together (inspired by a teaser photo for an upcoming non-specific Stylerotica photoset where the model has deer antlers and a sorta feathered shoulders) based on a recurring nightmare she's had her entire life. She will realize it's not just a nightmare when she actually recognizes the player.

Fey Wolpertinger Race:
Fey Wolpertinger Race (17 RP)

Humanoid Fey (2 RP)
Medium Speed (0 RP)
Standard Languages (Common, Sylvan + Aquan, Auran, Dwarven, Elven, Gnomish, Ignan, Terran (0 RP)
Greater Paragon +4 Wis, -2 Str, -2 Int (2 RP)
Bond to the Land (Desert) (2 RP)
Desert Runner (2 RP)
Fey Damage Resistance DR 5/cold iron (3 RP)
Natural Attack: Gore (1 RP)
Change Shape, Lesser: A specific human form (yourself but without antlers or wings, which you assume every time, with a +10 racial bonus to Disguise checks to appear human. Your stats do not change. (3 RP)
Vestigial Wings (2 RP)

Wolpertinger Form

Prerequisite: Fey Wolptertinger change shape racial ability, Wis 17

Benefit: You are able to turn into a wolpertinger with the same appearance in addition to your human form. This functions as Beast Shape II, except that your ability scores do not change.

Special: This feat counts as having the wild shape class feature for purposes of the Natural Spell feat. If you have wild shape as Beast Shape II, you may add the advanced template to your wolpertinger form.

Knowing the player, he'll probably play a Kitsune, but the option to design a race will be open to him. :P


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2
Zelda Marie Lupescu wrote:
(sadly it's only one player, so I am having to make NPCs to fill out the party)

There are some advantages to that. I find the dynamic between one player and one GM is much more personal, making for a more immersive game. There's less comedy, generally, as well. In my experience, multiple players tend to joke a lot. Which is fine, it's just a different dynamic.

Having just finished up Arzata and my hero game, I'm running...very little until this starts up tomorrow sometime. My mafia RPG is on hold until July to give some other GMs time to run. I'm a cleric in a dungeon crawl now, and soon to be...something in a post apocalyptic game.

Plus I run a solo E9 Pathfinder (super-geeky to run a solo dungeon, I know). Getting ready to start playing with "Mythic Game Master Emulator" to hopefully make a solo Superhero game once the other solo game has run its course (they've been level 9 for a while, so that will be real soon).


Female Catfolk Bloodrager/2 |HP: 52/52 |AC 18, T 12, FF 17 |Saves; Fort: +9, Ref: +3, Will: +1 |Init: +1| Perception: +9 (Low-Light Vision)

On PbP, I'm finishing up a couple Pathfinder Society scenarios and then I'm going to take a bit of a break from it all (except this one, of course).

Otherwise, I am running Hell's Rebels for some friends of mine online every other Friday, playing in a Skull and Shackles game on the alternating Fridays, Giantslayer on Saturdays, and my usual group does Pathfinder Society intermittently during the intervening times, so I'm not exactly wanting for games :-P

Dark Archive

Female Witchwolf (Bite Attack 1d6, 2 Claw Attacks 1d4 | +2 Wis) Oracle (Black-Blooded) 4 Wizard (Spellslinger) 1| HP: 9/27 | AC: 14 (+4 Armor) / T: 10 / FF: 14 | Fort: +3, Ref: +2 (Wolf: +3), Will: +5 (Shifted: +6) | CMB: 3, CMD: 13| Init: +0 (Wolf: +2), Perception: +0 (Shifted: +1) (Darkvision 60ft) | Grit: 1/1
rando1000 wrote:
Zelda Marie Lupescu wrote:
(sadly it's only one player, so I am having to make NPCs to fill out the party)

There are some advantages to that. I find the dynamic between one player and one GM is much more personal, making for a more immersive game. There's less comedy, generally, as well. In my experience, multiple players tend to joke a lot. Which is fine, it's just a different dynamic.

That's true, for years I played just me and a GM a Mage the Ascension game. We went from starting character all the way to archmages. The final storyline was when she met the greek gods and had the chance to become a goddess herself, but when they told her the rules that gods had to follow she was like "Screw that... I'm already a goddess and I don't have to follow your stupid rules." As for whether she was a goddess, well she could do anything she wanted and the only rivals were her friends, which tried to get her to understand that just because she has the power to save the world with just a snap of her fingers, she can't actually do it... :P It was so fun that now I find myself unable to not remake that character in other games LOL. In fact, she's actually Zelda's 'aunt' (aunt as she's her mom's best friend so she calls her Aunt Jennica)

Oh as for the wolpertingers, fun fact. I've actually seen them before! Haha. Not sure if it's' still there, but when I was kid the Kansas University Natural History Museum had an exhibit about the "jackalope" and "wolpertinger" legends with stuffed rabbits that had fungus-like growths on them that looked kinda like horns and wings... especially if you're drunk. Also, it affected their minds kind of like rabies and made them vicious (before it killed them :( ) Here is an article about them. Jackalopes are from American folklore and Wolpertingers are their cultural precursors, from Bavaria.

Dark Archive

Theurge 1| AC 12/12/10| F:+1 R+2 W+6| HP (1)5/8 | 1st: A: 1/2 D: 0/2 |Atk: +2| Init: +4| Perc: +6| FX:

Sorry for the delay, sorry...sorry.

This character is...whoa.

The 15 pt buy makes it -almost- not workable. If I hadn't wanted to run something like this for such a long time, I'd probably just slot in a warpriest and call it a day.

I'm still not sure the thing works. Having 2(!) primary mental attributes means I'm gonna have to run this character like nothing I've ever done before.

(Still not entirely done. Gotta pick spells. =P)


Hicklespurn The Intuitive, Male Gnome Vanguard 8 HP: 63/63 [20 Abblative HP]| AC: 22+2 / T: 15 / FF: 19+2 | Fort: +8, Ref: +5, Will: +7 | CMB: +6, CMD: 16 | Init: +3 | Perception: +18; +2 w/ AO, +2 W/ Dim or darkness; LowLight | Resonances 8/9
Shmick:
'Male' Construct HD 6| HP: 51/57 [25 Ablative HP] | AC: 25+2 / T: 18 / FF: 20+2 | Fort: Immune, Ref: +8, Will: +3 | CMB: +6, CMD: 20 | Init: +5, Perception: +8, LowLight, DV 60ft | MT 4/4

I visibly cringed upon looking over your abilities... I do not envy you.


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2
Payn, the Bloodthief wrote:
I'm still not sure the thing works. Having 2(!) primary mental attributes means I'm gonna have to run this character like nothing I've ever done before.

I guess you're not used to MAD classes; I would have been happy with 10/12/13/16/14/10. In fact, my Ninja/Monks often look something like the scores I posted (different order, obviously).

I'll check it over for approval and get back with any concerns before the first post.


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Female Human Oracle 7 | HP: 45/45 | AC: 21 / T: 12 / FF: 19 | Fort: +4, Ref: +5, Will: +6 | CMB: +5, CMD: 17 | Init: +2, Perception: +7 | Spell Points 13/13

Well, if Rando is feeling merciful, there is this feat - Spell Finesse - from Rogue Genius Games. The Theurge is weak enough that it likely won't break the game to take it, and it certainly didn't when I played Magister which is similar in some ways, but it's up to the boss.


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2
Malavine wrote:
Well, if Rando is feeling merciful, there is this feat - Spell Finesse - from Rogue Genius Games.

I'd consider it if he used some of the points to get rid of at least one of those 8's.


Female Human Oracle 7 | HP: 45/45 | AC: 21 / T: 12 / FF: 19 | Fort: +4, Ref: +5, Will: +6 | CMB: +5, CMD: 17 | Init: +2, Perception: +7 | Spell Points 13/13

Yessssss, the 8's, they burn us.

Dark Archive

Female Witchwolf (Bite Attack 1d6, 2 Claw Attacks 1d4 | +2 Wis) Oracle (Black-Blooded) 4 Wizard (Spellslinger) 1| HP: 9/27 | AC: 14 (+4 Armor) / T: 10 / FF: 14 | Fort: +3, Ref: +2 (Wolf: +3), Will: +5 (Shifted: +6) | CMB: 3, CMD: 13| Init: +0 (Wolf: +2), Perception: +0 (Shifted: +1) (Darkvision 60ft) | Grit: 1/1

Wow, that feat is crazy but also kinda cool...


Female Catfolk Bloodrager/2 |HP: 52/52 |AC 18, T 12, FF 17 |Saves; Fort: +9, Ref: +3, Will: +1 |Init: +1| Perception: +9 (Low-Light Vision)

Definitely a major boon to any multiclass casters out there, especially someone doing the traditional Mystic Theurge route. They'd still suffer from caster and spell level problems, but still :-P


Hicklespurn The Intuitive, Male Gnome Vanguard 8 HP: 63/63 [20 Abblative HP]| AC: 22+2 / T: 15 / FF: 19+2 | Fort: +8, Ref: +5, Will: +7 | CMB: +6, CMD: 16 | Init: +3 | Perception: +18; +2 w/ AO, +2 W/ Dim or darkness; LowLight | Resonances 8/9
Shmick:
'Male' Construct HD 6| HP: 51/57 [25 Ablative HP] | AC: 25+2 / T: 18 / FF: 20+2 | Fort: Immune, Ref: +8, Will: +3 | CMB: +6, CMD: 20 | Init: +5, Perception: +8, LowLight, DV 60ft | MT 4/4

Very interesting indeed, much more simple to use a feat then any of the various archetypes caster classes implement for that sorta thing.


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

Payn, the Bloodthief - Approved as is. If you decide before the end of the first encounter to take advantage of that feat (with the caveat the one of your 8's becomes a 10), I'll allow it.

And now, we're ready to being.


Hicklespurn The Intuitive, Male Gnome Vanguard 8 HP: 63/63 [20 Abblative HP]| AC: 22+2 / T: 15 / FF: 19+2 | Fort: +8, Ref: +5, Will: +7 | CMB: +6, CMD: 16 | Init: +3 | Perception: +18; +2 w/ AO, +2 W/ Dim or darkness; LowLight | Resonances 8/9
Shmick:
'Male' Construct HD 6| HP: 51/57 [25 Ablative HP] | AC: 25+2 / T: 18 / FF: 20+2 | Fort: Immune, Ref: +8, Will: +3 | CMB: +6, CMD: 20 | Init: +5, Perception: +8, LowLight, DV 60ft | MT 4/4

Takes a look at your post

Cough... All well and good to have Zelda and Hickle having met eachother at some point, but Dart and I had established that our charters had known eachother for at least a few weeks. Though I suppose we should've said this on here...

The current going was that Hickle was poking his nose around tombs where he shouldn't be, most certainly disturbing the not-quite-dead. Kephry had been during her crusading thing in one such tomb and managed to save the elder gnome from near mummification. Seeing as they were both going through the ruins, they decided to tag along and watch eachother's backs, becoming friends along the way.

Dark Archive

Female Witchwolf (Bite Attack 1d6, 2 Claw Attacks 1d4 | +2 Wis) Oracle (Black-Blooded) 4 Wizard (Spellslinger) 1| HP: 9/27 | AC: 14 (+4 Armor) / T: 10 / FF: 14 | Fort: +3, Ref: +2 (Wolf: +3), Will: +5 (Shifted: +6) | CMB: 3, CMD: 13| Init: +0 (Wolf: +2), Perception: +0 (Shifted: +1) (Darkvision 60ft) | Grit: 1/1

Well, didn't we say that the last time you were in Alkenstar was before Zelda was born? So, odds are while you wouldn't know her, you'd find out you knew her father.


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

There. A minor retcon and some added verbage and now I think we're set.


Hicklespurn The Intuitive, Male Gnome Vanguard 8 HP: 63/63 [20 Abblative HP]| AC: 22+2 / T: 15 / FF: 19+2 | Fort: +8, Ref: +5, Will: +7 | CMB: +6, CMD: 16 | Init: +3 | Perception: +18; +2 w/ AO, +2 W/ Dim or darkness; LowLight | Resonances 8/9
Shmick:
'Male' Construct HD 6| HP: 51/57 [25 Ablative HP] | AC: 25+2 / T: 18 / FF: 20+2 | Fort: Immune, Ref: +8, Will: +3 | CMB: +6, CMD: 20 | Init: +5, Perception: +8, LowLight, DV 60ft | MT 4/4

*Thumbs up*

This seems a bit more appropriate, I imagine that Grookle ending up a few hours behind happens semi-frequently. Especially when he decides to try walking himself for a little while...

Dark Archive

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Theurge 1| AC 12/12/10| F:+1 R+2 W+6| HP (1)5/8 | 1st: A: 1/2 D: 0/2 |Atk: +2| Init: +4| Perc: +6| FX:

I've done a good deal of research on the Mystic Theurge(specifically for this character), and there is a great body of work that says the the class is unplayable, or, at least, always the under-powered class in any party.
The numbers seem to say that it's even through level 4, and then takes a nose dive 5&6&7, and gradually comes up to about even around level 12-ish. But then, alas, plateaus at 16 since the bonuses stop and even at level 20, since at best they are 5/5/10, they still never do get 9th level spells, and are denied the 20th level candy that other classes get.

*sigh*

Anyway!

My thought process was:

Zelda wrote:
Wow, that feat is crazy but also kinda cool...

Hm? Well, maybe, it'll be neat, but I don't that anything can--'

Kephray wrote:
Definitely a major boon to any multiclass casters out there,

'Really? Well, okay, it might be, like 50/50 to do some good, maybe?'

*actually looks at the feat*
HOLY BALLS THAT'S AN AWESOME F++~ING FEAT!!!1!!!!!1!!11!!!!

Oh! Oh my! Okay, yes, let us have this! Tally freekin' ho! ^-^

Okay, yes, points have been redistributed, feats have been re-done.

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