Reckless is Crazy: One Hour to Ascension

Game Master Reckless

Mythic Tristalt game played in one hour spurts, solo, group, or PvP.


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Are there any unusual rules for cohorts, eidolons, familiars, companions, etc?

Liberty's Edge

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Sundakan wrote:
Also, Necromantic Affinity has a pretty hefty drawback (hurt by Cure spells), can we opt out of that Feat, or do we only get the upside and no downside?

That is a question that has been asked twice now, so I really should answer it. You gain only the benefit and not the drawback.

Brisk Spell You can alter a spell that grants a creature a move type it doesn't normally possess, increasing the granted speed by 10 feet. A Brisk Spell uses a slot equal to the spell's normal level.

Spell Denial Choose a school of magic. You gain +2 on saving throws versus spells of that school. (choose a different school each time you gain the feat).

Scale and Skin whenever the subject of a transmutation spell or spell-like ability, increase your natural armor by 1, increase by 2 instead at caster level 10+

Liberty's Edge

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
bigrig107 wrote:

One more question here: what's the limit on which "monstrous races" we can play?

By approval, or free access as long as we pay the levels, or what?

Pay for levels using the formulae in the OP, limited to critters published by Paizo. If you think something is too crazy powerful, please ask before fully statting out, but I expect I'll be ok with just about anything, because I am insane.

Liberty's Edge

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
bigrig107 wrote:
KalDragon wrote:

I'm curious as to if you allow Weapon Attunement on Unarmed Strikes? And if so, do you use the two-weapon leveling on it, that I have seen on the forums, or do you use Unarmed Strikes as "one" weapon?

I'd like to know the same, but with natural weapons.

You may attune one "set" of unarmed strikes or natural weapons without two-weapon leveling. For example, your feet, fists, elbows, knees, headbutt, claws, bite, slams, gore, etc would each count as one "weapon". So if you want to attune your claws and your bit that counts as two weapons.

Liberty's Edge

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
KalDragon wrote:


Also, do you have any limits on Summoners and their archetypes?

Paizo-published only. You are responsible for providing stats for and controlling anything you summon, must know and obey any limits on the degree of control you have over your summons. No wish/chain summoning/binding.

Philo Pharynx wrote:
Are there any unusual rules for cohorts, eidolons, familiars, companions, etc?

Eidolons, familiars, and animal companions gain no benefits from ABP, unless you use your armor/weapon/stat Attunement on them instead of yourself (which will be allowed, but you cannot transfer any other benefit of ABP).

Cohorts/companions, etc. gain only 1/2 their PC class level (do not include any racial HD or NPC class levels) in benefits from ABP. NPC characters such as these are created with "normal" NPC creation rules and not gestalt/tristalt.

You can opt to take them with you on a challenge, but you're responsible for providing statblocks and running them. They will likely die quickly in Tests, so it's advisable to consider leaving them behind. In regards to using them for buffs, remember the basic rule that you are given anywhere between 1 round and an hour's warning before transport to the Tests- In other words, buffs lasting longer than an hour would be your best bet to plan on unless you bring with.

Companions that are killed in Tests are brought back to life if the Potential "wins/passes". If they die and you "lose/fail" the Test, you must "win/pass" a different test to get them back.


Reckless wrote:
bigrig107 wrote:
KalDragon wrote:

I'm curious as to if you allow Weapon Attunement on Unarmed Strikes? And if so, do you use the two-weapon leveling on it, that I have seen on the forums, or do you use Unarmed Strikes as "one" weapon?

I'd like to know the same, but with natural weapons.

You may attune one "set" of unarmed strikes or natural weapons without two-weapon leveling. For example, your feet, fists, elbows, knees, headbutt, claws, bite, slams, gore, etc would each count as one "weapon". So if you want to attune your claws and your bit that counts as two weapons.

This seems unnecessarily punitive for Unarmed Strikes since you've made a Amulet of Mighty Fists unavailable.

The ONLY advantage an Unarmed Strike has over any other weapon is it can be used with your hands full, and takes away from being able to flavor your attacks as well (or more mechanically, utilizing more than one of an Unchained Monk's Style Strikes without being woefully ineffective, since they're separated between kicks, punches, elbows, headbutts, etc.).

Doesn't really affect me, since I'll be thumping people with a Dwarven Maulaxe, but I'm obligated to stand up for the plight of pugilists everywhere.

Liberty's Edge

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Sundakan wrote:
Also, just noticed...do you REALLY think Tieflings, Aasimar and Drow are powerful enough to warrant a level adjustment?

Missed answering this question first go-around.

I had to draw a line somewhere, and given the numerous benefits without drawbacks, this is where I decided to draw it. Each player will have to decide for themselves whether it's "worth it". I imagine most will go another route.


Sundakan wrote:
Reckless wrote:
bigrig107 wrote:
KalDragon wrote:

I'm curious as to if you allow Weapon Attunement on Unarmed Strikes? And if so, do you use the two-weapon leveling on it, that I have seen on the forums, or do you use Unarmed Strikes as "one" weapon?

I'd like to know the same, but with natural weapons.

You may attune one "set" of unarmed strikes or natural weapons without two-weapon leveling. For example, your feet, fists, elbows, knees, headbutt, claws, bite, slams, gore, etc would each count as one "weapon". So if you want to attune your claws and your bit that counts as two weapons.

This seems unnecessarily punitive for Unarmed Strikes since you've made a Amulet of Mighty Fists unavailable.

The ONLY advantage an Unarmed Strike has over any other weapon is it can be used with your hands full, and takes away from being able to flavor your attacks as well (or more mechanically, utilizing more than one of an Unchained Monk's Style Strikes without being woefully ineffective, since they're separated between kicks, punches, elbows, headbutts, etc.).

At this level of tristalt, I don't think I'd be worried about it too much, honestly.

Greater Magic Fang/Magic Weapon is a thing, and is quite easy to grab with the amount of levels we have available to us.


Reckless wrote:
bigrig107 wrote:

One more question here: what's the limit on which "monstrous races" we can play?

By approval, or free access as long as we pay the levels, or what?

Pay for levels using the formulae in the OP, limited to critters published by Paizo. If you think something is too crazy powerful, please ask before fully statting out, but I expect I'll be ok with just about anything, because I am insane.

Basically, my only question is whether true dragons are on the table. Because I love dragons, and playing as one is amazinggggg.

Liberty's Edge

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Sundakan wrote:
Reckless wrote:
bigrig107 wrote:
KalDragon wrote:

I'm curious as to if you allow Weapon Attunement on Unarmed Strikes? And if so, do you use the two-weapon leveling on it, that I have seen on the forums, or do you use Unarmed Strikes as "one" weapon?

I'd like to know the same, but with natural weapons.

You may attune one "set" of unarmed strikes or natural weapons without two-weapon leveling. For example, your feet, fists, elbows, knees, headbutt, claws, bite, slams, gore, etc would each count as one "weapon". So if you want to attune your claws and your bit that counts as two weapons.

This seems unnecessarily punitive for Unarmed Strikes since you've made a Amulet of Mighty Fists unavailable.

The ONLY advantage an Unarmed Strike has over any other weapon is it can be used with your hands full, and takes away from being able to flavor your attacks as well (or more mechanically, utilizing more than one of an Unchained Monk's Style Strikes without being woefully ineffective, since they're separated between kicks, punches, elbows, headbutts, etc.).

Can be used with your hands full, cannot be disarmed or sundered, is fully usable when grappled, can be used with a shield (sure, maybe not monk flurry), is the basis for (and required by) tons of style chains, capable of doing flurries which mimic two-weapon fighting chains (all of which gain the benefits of feats like weapon focus/specialization/improved critical, usable with Weapon Finesse, damage die increases with levels (monk/brawler/sacred fist)......

Let's not pretend the bolded statement is in any way true.

The italicized statement is true, but no more penalizing than someone fighting with two weapons, which is the only other way to get that many attacks a round.


It's a minor thing, maybe, but still an inequality that doesn't need to be there.

It basically kills Natural Attack builds, but those are relatively niche.

Unarmed builds are pretty common, and losing 1-2 attack/damage and the ability to penetrate DR on top of your crappy crit threat/multiplier,danger of getting damaged just for a attacking quite a few enemies and other minor downsides doesn't make a ton of sense for inter-party balance.

Reckless wrote:
Sundakan wrote:
Reckless wrote:
bigrig107 wrote:
KalDragon wrote:

I'm curious as to if you allow Weapon Attunement on Unarmed Strikes? And if so, do you use the two-weapon leveling on it, that I have seen on the forums, or do you use Unarmed Strikes as "one" weapon?

I'd like to know the same, but with natural weapons.

You may attune one "set" of unarmed strikes or natural weapons without two-weapon leveling. For example, your feet, fists, elbows, knees, headbutt, claws, bite, slams, gore, etc would each count as one "weapon". So if you want to attune your claws and your bit that counts as two weapons.

This seems unnecessarily punitive for Unarmed Strikes since you've made a Amulet of Mighty Fists unavailable.

The ONLY advantage an Unarmed Strike has over any other weapon is it can be used with your hands full, and takes away from being able to flavor your attacks as well (or more mechanically, utilizing more than one of an Unchained Monk's Style Strikes without being woefully ineffective, since they're separated between kicks, punches, elbows, headbutts, etc.).

Can be used with your hands full, cannot be disarmed or sundered, is fully usable when grappled, can be used with a shield (sure, maybe not monk flurry), is the basis for (and required by) tons of style chains, capable of doing flurries which mimic two-weapon fighting chains (all of which gain the benefits of feats like weapon focus/specialization/improved critical, usable with Weapon Finesse, damage die increases with levels (monk/brawler/sacred fist)......

Let's not pretend the bolded statement is in any way true.

The italicized statement is true, but no more penalizing than someone fighting with two weapons, which is the only other way to get that many attacks a round.

Unable to be Disarmed or Sundered, sure.

Fully usable while grappled and usable with a shield are things one-handed and light weapons can do.

Styles are generally only usable with Unarmed Strikes anyway, and are generally trash with few exceptions. Most of which allow you to do things weapon wielders can do with less investment (deal 1.5x Str damage and Pounce). Regardless "Can be used to qualify for other Feats" is something that can be said about quite a few things, and I don't see you applying a de facto nerf to Weapon Focus and Combat Expertise, for instance.

And the less said about Ascetic Style, the better...

And TWFing with one weapon is doable with quite a lot of things with the advent of the Brawler and Unchained Monk, who get all of the benefits you mentioned, rendering it a null point at best (though equal damage dice + worse criticals is still a net disadvantage. And not getting 1.5x Str in Flurries like a weapon using UMonk can).

So I guess I misspoke. TWO advantages.

But if Bigrig's fine with it, meh. The closest I came to using Unarmed was rolling with a Cestus (which can do all of the above plus get a full +5 Enhancement and a 19-20/x2 critical).

Liberty's Edge

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
bigrig107 wrote:


Basically, my only question is whether true dragons are on the table. Because I love dragons, and playing as one is amazinggggg.

On the table or wherever else they may want to be :) Sure!


Reckless wrote:

Philo Pharynx wrote:
Are there any unusual rules for cohorts, eidolons, familiars, companions, etc?

Eidolons, familiars, and animal companions gain no benefits from ABP, unless you use your armor/weapon/stat Attunement on them instead of yourself (which will be allowed, but you cannot transfer any other benefit of ABP).

Cohorts/companions, etc. gain only 1/2 their PC class level (do not include any racial HD or NPC class levels) in benefits from ABP. NPC characters such as these are created with "normal" NPC creation rules and not gestalt/tristalt.

Well, that makes it easier to choose. The Queen of Nature was a Quickling Suzerain Nymph Oracle 16/Summoner 16. AC 70/57/46. Her allies get +19 morale to attacks, damage, and saves. Which meant a cohort, eidolon and up to 2d4+2 summoned creatures per round. It would still work under these, but less well.

So you are going to face the most dangerous knick-knacks. I should be able to post that in the next day or two.


While I don't want to give too much away (secrets are fun!), I do have something of an idea together, and he is a true dragon.
Should have him done by sometime next week.

Phill, you did see that it is Paizo-published stuff only, right?
Both Quickling and Suzerainty are templates from "Advanced Bestiary", which isn't Paizo.


Well, I'm not doing that anyway.

A Curious Collection of Carved Coral Creatures:

A Curious Collection of Carved Coral Creatures
Awakened coral golem swarm monk (unchained, martial artist) 4 / telekineticist 16 / sorcerer (wildblooded) 16/Archmage 1
N Diminutive construct (swarm)
Init +9; Senses aquatic blindsense 60 ft., darkvision 60 ft., low-light vision; Perception +24
--------------------
Defense
--------------------
AC 61, touch 39, flat-footed 52 (+7 armor, +5 deflection, +9 Dex, +5 enhancement, +1 monk, +15 natural, +4 size, +5 Wis)
hp 180 (16d10+20) Temp HP 16
Fort +16, Ref +22, Will +20 +4 against effects that cause you to fall into pits, +2 vs. conjuration spells, +2 vs. transmutation spells
Defensive Abilities evasion, hard to kill, swarm traits; DR 10/adamantine; Immune construct traits, magic; Resist cold 5
--------------------
Offense
--------------------
Speed 50 ft., swim 80 ft.
Melee swarm (4d6 plus bleed)
Space 10 ft.; Reach 0 ft.
Special Attacks bleed (1d6), distraction (DC 16), mythic power (5/day, surge +1d6), stunning fist (7/day, DC 24), kinetic blast, metakinesis (empower, maximize, quicken),
Kineticist Wild Talents Known
. . Defense—force ward, shroud of water
. . Infusions—extended range, extreme range, kinetic blade, many throw, snake, spray (DC 27)
. . Blasts—negative blast (+34, 8d6+14 negative energy, 19-20), telekinetic blast (+34, 8d6+27, 19-20), water blast (+34, 8d6+27, 19-20)
. . Utility—basic chaokinesis, basic hydrokinesis, basic telekinesis, expanded defense (shroud of water), ride the blast, self telekinesis, self telekinesis, greater, suffocate, telekinetic finesse, telekinetic haul, telekinetic maneuvers
Sorcerer (Wildblooded) Spells Known (CL 16th; concentration +25)
. . 8th (4/day)—horrid wilting[M] (DC 29)
. . 7th (6/day)—forcecage (DC 28), summon monster VII, waves of exhaustion[M]
. . 6th (7/day)—beast shape IV, chains of light (DC 25), cosmic ray[M] (DC 27), true seeing
. . 5th (8/day)—break enchantment, control water, feeblemind (DC 24), steal power[MA] (DC 26), suffocation[APG] (DC 26)
. . 4th (8/day)—dimension door, dimensional anchor, enervation, geyser[APG] (DC 23), stone shape
. . 3rd (8/day)—aqueous orb[APG] (DC 22), dispel magic, inflict pain[OA] (DC 22), protection from energy, vampiric touch
. . 2nd (8/day)—anti-summoning shield (DC 21), blindness/deafness (DC 23), glitterdust (DC 21), see invisibility, slipstream[APG] (DC 21), steal breath[ARG] (DC 21)
. . 1st (9/day)—chill touch (DC 22), hydraulic push[APG], magic missile, snowball (DC 20), starsight, true strike
. . 0 (at will)—acid splash, bleed (DC 21), detect magic, drench[UM] (DC 19), ghost sound (DC 19), mending, message, open/close (DC 19), prestidigitation
. . Bloodline Seaborn
. . M mythic spell
--------------------
Statistics
--------------------
Str 11, Dex 28, Con —, Int 16, Wis 20, Cha 28
Base Atk +16; CMB —; CMD
Feats Alertness, Artful Dodge, Blighted Critical[UM], Blighted Critical Mastery[UM], Blind-fight, Combat Casting, Combat Expertise, Combat Reflexes, Deflect Arrows, Dodge, Edge Runner, Eschew Materials, Extra Mythic Power[M], Fox Insight, Fox Style, Greater Spell Focus (evocation), Greater Spell Focus (necromancy), Greater Spell Penetration, Improved Blind-fight[APG], Improved Critical (claw), Improved Critical (kineticist blast), Improved Critical (ranged touch attack), Improved Precise Shot, Improved Unarmed Strike, Mythic Paragon[M], Nimble Moves, Point-Blank Shot, Precise Shot, Reach Defense, Secret Signs[ISWG], Silent Spell, Spell Denial (Conjuration), Spell Denial (Transmutation), Spell Focus (evocation), Spell Focus (necromancy), Spell Penetration, Steadfast Mind, Stunning Fist, Toughness, Waterway Caster, Weapon Focus (kineticist blast)
[b]Traits
resilient caster, resilient
Skills Acrobatics +9 (+13 to jump), Climb +13, Craft (sculpture) +20, Knowledge (arcana) +16, Knowledge (dungeoneering) +16, Knowledge (planes) +13, Knowledge (religion) +22, Perception +24, Perform (oratory) +28, Spellcraft +19, Stealth +40, Swim +21; Racial Modifiers +8 Swim
Languages Aklo, Common; aquatic telepathy - demand or planar ally, aquatic telepathy - suggestion, raise the deep
SQ amphibious, aquatic reconstruction, arcane surge[MA], basic chaokinesis, composite specialization, expanded element (void, water), expanded element (void, water), gather power, infusion specialization 4, mental prowess, mind over matter, mythic spellcasting[MA], supercharge, water blast
Other Gear eye ointment for true seeing (worth 250 gp) (4), marbles[APG], ruby dust for forcecage (worth 500 gp) (4), 1,999 gp, 9 sp
--------------------
Special Abilities
--------------------
Amphibious (Ex) You can survive indefinitely on land.
Aquatic Blindsense (60 ft) (Ex) Gain blindsense while in water.
Aquatic Reconstruction (Ex) Gain fast healing 5 if in contact with saltwater body of at least own size.
Aquatic Telepathy - Demand or Planar Ally (1/day) (Su) As per Planar Ally or Demand
Aquatic Telepathy - Suggestion (9/day) (Su) Telepathy 100' and suggestion
Arcane Surge (Su) Use 1 power, cast known/mem arcane spell for free, non-mythic save 2x (take low) & roll 2x vs. SR.
Artful Dodge Gain +1 dodge bonus to AC vs. opponent only you threaten.
Basic Chaokinesis (Sp) Shadow protects from bright light, +50% carry capacity, or +4 to jump for 1 hr.
Bleed (1d6) (Ex) Attack causes additional damage at the beginning of the target's turn.
Blighted Critical Confirm a critical hit with a spell or spell-like ability to inflict a random minor spellblight
Blighted Critical Mastery Pick the spellblight inflicted by a critical
Composite Specialization (Su) Reduce the burn cost of composite blasts by 1
Blind-Fight Re-roll misses because of concealment, other benefits.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Combat Expertise +/-5 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (10 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Construct Traits (+30 HP) Constructs have many immunities.
Damage Reduction (10/adamantine) You have Damage Reduction against all except Adamantine attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Deflect Arrows (1/round) While have an empty hand, negate one ranged weapon hit you are aware of (unless from a massive weapon).
Distraction (DC 10) (Ex) A creature with this ability can nauseate the creatures that it damages. Any living creature that takes damage from a creature with the distraction ability is nauseated for 1 round; a Fortitude save (DC = 10 + 1/2 the distracting creature's HD + that
Edge Runner Move at full speed using Acrobatics to balance on narrow surfaces, do not become flat footed.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Expanded Element This is a dummy ability to consolidate the expanded elements into a single entry in the statblock. We can't do this through the normal channels, because both primary and expanded elements are added to the same table on the class.
Expanded Element This is a dummy ability to consolidate the expanded elements into a single entry in the statblock. We can't do this through the normal channels, because both primary and expanded elements are added to the same table on the class.
Exploit Weakness +9 (Ex) At 4th level, as a swift action, a martial artist can observe a creature or object to find its weak point by making a Wisdom check and adding his monk level against a DC of 10 + the object's hardness or the target's CR. If the check succeeds, the mar
Extended Range Kinetic blast has range of 120ft.
Extreme Range Kinetic blast has range of 480ft.
Fast Movement (Unchained) (+10 ft.) The Monk adds 10 or more feet to his base speed.
Fox Insight You are difficult to feint against and demoralize
Fox Style Feint and distract with martial training
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Greater Spell Focus (Evocation) +1 to the Save DC of spells from one school.
Greater Spell Focus (Necromancy) +1 to the Save DC of spells from one school.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Immunity to Ability Damage Immunity to ability damage
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Death and Necromancy effects You are immune to Death and Necromancy effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Flanking You are immune to flanking.
Immunity to Magic (Ex) Immune to spells that allow SR, with some exceptions.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Precision Damage You are immune to Precision Damage
Immunity to Sleep You are immune to sleep effects.
Immunity to Staggered Immune to staggered.
Immunity to Stunning You are immune to being stunned.
Improved Blind-Fight Melee attacks ignore the miss chance for less than total concealment. Invisible attackers within 30' you have pinpointed gain no advantages to hit you with ranged attacks.
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Infusion Specialization 4 (Ex) Reduce burn cost of blasts with infusions by 4
Kinetic Blade Create a blade of pure energy.
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Many Throw Throw multiple items equal to level.
Mental Prowess (3/day) (Su) Reduce burn of any wild talent by 1.
Metakinesis (1 burn: Empower) (Su) By accepting burn you affect your kinetic blast as if using a metamagic ability.
Mind Over Matter (Ex) Use Charisma in place of Constitution for wild talents.
Negative Blast (Sp) Level 8; Burn 0
Nimble Moves (5 ft/rd) Move through the listed amount of difficult terrain each rd as if it were normal terrain.
Pain Points (Ex) At 3rd level, a martial artist's advanced knowledge of humanoid anatomy grants a +1 bonus on critical hit confirmation rolls and increases the DC of his stunning fist and quivering palm by 1. This ability replaces still mind.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Powerful Blows (Claw) (Ex) The specified attack adds 1-1/2 times your Str bonus on damage rolls
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Raise the Deep (16 rds, 1/day) (Su) Control Water, even if no water is present.
Reach Defense +2 dodge bonus to AC on AoO from foes not adjacent to you.
Ride the Blast (Sp) Travel along with your blast attack.
Seaborn Bloodline Arcana: When you are in a body of water large enough to float in, your effective caster level is increased by 1.
Secret Signs You can hide somatic components of spellcasting
Self Telekinesis (Sp) You use your telekinetic abilities to move yourself.
Self Telekinesis, Greater (Sp) You have greater control over your self telekinesis.
Silent Spell Cast a spell with no verbal components. +1 Level.
Snake Blast can bend around corners.
Spell Denial (Conjuration) Gain +2 to save vs. chosen school of magic.
Spell Denial (Transmutation) Gain +2 to save vs. chosen school of magic.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.
Spray (DC 27) Blast becomes a 30' cone
Steadfast Mind (Charisma) If fail to cast spell of chosen attribute defensively, retain the spell (Will DC 15+spell level).
Stunning Fist (7/day, DC 24) You can stun an opponent with an unarmed attack.
Suffocate (DC 25) (Sp) Suffocate a target
Supercharge (Su) Increase effectiveness of gather power by 1.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Swarm Attack (4d6) Creatures with the swarm subtype don't make standard melee attacks. Instead, they deal automatic damage to any creature whose space they occupy at the end of their move, with no attack roll needed. Swarm attacks are not subject to a miss chance for c
Swarm Traits Imm to effects targeting number of creatures (unless mind affect vs. hive mind).
Swimming (80 feet) You have a Swim speed.
Telekinetic Blast (Sp) Level 8; Burn 0
Telekinetic Finesse (Sp) Use telekinesis to perform Sleight of Hand and Disable Device checks.
Telekinetic Haul (Sp) Move an object that weighs up to 100 lbs. per kineticist level.
Telekinetic Maneuvers (Sp) Do combat maneuvers using you Con to determine your CMB..
Water Blast (Sp) Level 8; Burn 0
Water Blast (12/day, DC 27) (Sp) As a standard action, you can fire a bolt of water at a foe within 30 feet as a ranged touch attack. The foe is knocked prone, and at your option may be pushed 5 feet directly away from you. A reflex save (DC 10 +1/2 your sorcerer level + your Charis
Waterway Caster +4 bonus on concentration checks to cast spells underwater.


^This is the problem with allowing templates/wholesale monster races.

Though it's also a problem with you for some reason getting a free 24,000 gp from someone casting Awaken Construct on you for whatever reason.

Edit: And still using stuff from the Advanced Bestiary, because there's no Swarm template from Paizo.


Drakroo wrote:
Offense-wise, he's can flurry with his bite attack, which is buffed with Noxious Bite...so living things beware. That DC 36 Fort Save on every successsful bite is unpleasant at best -- enjoy 9 rounds of nausea if you fail...

Noxious Bite is utterly, utterly broken XD

Try combining it with grapple, being grappled requires you to spend a standard to escape/retaliate and nausea only allows you to take a move action. RAW, you fail the first save and you are literally unable to move for 9 rounds as someone feasts on you...
Hamatula Strike is another feat that just breaks down, rules wise. Arrows are piercing weapons!

As for templates, I really think that some should just not be allowed :/
To bring a few to your attention;
+1 Suzerain, +6 Cha, +14 Diplo, all allies gain your Cha to Attack, Damage, skills and saves. Usually paired up with Nymph for big numbers, double Cha to saves, AC, and everything else under the sun, and other cheese.
+2 Animal Lord, while you can build a modest Animal Lord it would take SEVERE restraint to do so. This gives you +4 to all attributes to start, then take whatever was better of that animal (And you didnt like Advanced...). Same to AC. Then add some bonus abilities. (A Tyrannosaurus for ex: +16 AC and a Base 36 Str with Double Str to Damage)
Gargantean Take a creature and make him massive, then add on loads of free stats.
What about Simple Class Templates? Pay a few levels, become Quastralt >_>
What about Incorporeal creatures? (Such as the Eldritch and other "Build your Own Templates")

At least those are the ones I can think of off the top of my head (And Mighty).
EDIT: I missed the Paizo Only bit, and that might answer a lot of these.
Having said that, I only go by this website, doublechecking that everything is paizo only will be a chore that I might rely on you guys to help me with :)
Edit: Just realized that Philo made a Suzerian Nymph... This wasnt meant to be directed at you, Its just that Ive seen the Nymph oracle build many times before.
Edit Edit: And quickling added on top? And Oracle? And Summoner? You really are trying for that cheese arnt you? :p
You should check out the Pathfinder Chronicler and its Greater Epic Tales for something like that too. Have your host of critters each reading their own bardic preformance granting the entire party extra standard actions per summon >_>

.

@Sundakan: If you are going Bolt Ace, have you thought of combining it with Crossboman Fighter, with a focus on Readied attacks? Add in the Overwatch Style and get 4 attacks for each readied action, with dex to damage and denying Dex to AC.

That leads me to another question, what about Double Dex to Damage and other multiple stats stacking?


Aha, it appears that hero lab has two entries for the advanced bestiary in it's options. Back to the drawing board.

Liberty's Edge

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

I'm going to go with the general ruling that unless you have something that specifically states otherwise, you cannot add the same Stat bonus to something more than once.

Liberty's Edge

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

There's a few reasons I went Paizo Publiushed only. I like a lot of 3PP stuff, but when you're running Gestalt and Tristalt it's far too easy to find ways to break things over your knees when you include all the Other out there.

Frankly, you can break it easily enough even with just Paizo stuff.

Liberty's Edge

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

I've created Campaign, Gameplay, and Discussion threads.

If you dot or dot and then delete on the gameplay thread, this campaign should be linked in your My Campaigns tab.

I'm using the Campaign tab to create fast links for submitted and partially submitted characters so I don't have to dig through the recruiting thread. If I've missed any, please let me know (preferably with a link).

The Discussion thread is where I'll be posting slots starting next week.

I haven't decided whether I'll create separate Gameplay threads for each game, but that's going to depend on how much demand there is for PbP slots vs Fantasy Ground.


I guess you're not approving characters as per normal? We make a sheet, we're in?

Liberty's Edge

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Yup. Since this is solo, group, or PvP and I just wanna run some games for some folk who want to play with these kinds of PCs- I figure why be too selective?

That said, I will be "auditing" characters for errors before I run for them. So, please make sure you're legally built under the rules presented before you sign up for a slot- less chance of cancellation due to "WTF did you do there?"

There really is nothing normal about the way I'm running this, I guess.

Dark Archive

Obj, this looks neat. I will return with a dragon barb thingy to play with!


Reckless wrote:


I haven't decided whether I'll create separate Gameplay threads for each game, but that's going to depend on how much demand there is for PbP slots vs Fantasy Ground.

So you did settle on running some via PbP? That's good to hear. Doing stuff over a VTT is a no-go most days for me.

Almost done with my character. Male Dwarf Inquisitor/Fighter/Magus 16.

Gonna smash people with a Maulaxe mmmhmmm.


As for my character, Here is the basis for what I am trying to create.
His name is the Burning Intelligence, and true to his name, he is a being of fire with an unquenchable thirst for knowledge.
Yet there is a lot more below the surface then what is immediately apparent.
A quick list about him;
1: hes a goblin.
2: he has an insatiable appetite for knowledge and written words and the raw power they bring (so he will probably be Alchemist and Wizard)
3: he also has a goblins raw awe of fire, so much that he set himself alight with permenant fire (somehow, see below :p) and can also hurl grand fireballs of fire!
4: except, as you can guess, fire and paper dont mix... Same with fire and alchemical ingredients or explosives... Well, they mix, you just dont want them to...

As such he has a constant quandry of trying to learn more, and preserve that knowledge while, he himself is anathema to that which he wants to protect.

Should all be fine, however I am stuck on the aspect of making him "permanently on fire."
Here are some of the ways that I could think of to achieve it, but I am going to need your help/opinion to weigh in on it.
For starters, I am a Goblin Alchemist/Wizard/something
First thought;
1: take the Fire Bomber archetype so that I can create a 3rd lvl potion of Elemental Body and make it permanent with Eternal Potion.
2: Take Elemental Body as a higher leveled wizard spell, then take Mythic Brew Potion to make a stronger potion of Elemental Body at the cost of one of my mythic feats.
3: I could take Polymorph any Object as one of my few 8th level spells, but I am unsure about calculating the duration... Would you be willing to have it count as permanent?
4: Druid as my 3rd class to gain essentially permanent elemental wild shape. Buuuut, that is 3 caster classes with 2 different casting stats and a 3rd needed to throw bombs... Plus I automatically "extinguish" if I get knocked out for a day or so. (Could take Mythic Wild Shape as a Hierophant to circumvent this...)
---Templates---
5:
a Fire Creature (+2) could effectively work, except I am now realizing its from Advanced Bestiary, so that excludes it, right?
6: or the Fiery Creature Simple class template would probably be the easiest.
7: A Flame Spawned Creature could do it as well, but is that one allowed?
8: Same with a Magma Creature.

Otherwise I could use a Fire Elemental as the base, instead of a goblin (either Medium or Small) who "used" to be a goblin. But that 4 Int for a Wizard/Alchemist...

So I need some help deciding on where to go from here... Your (or anyones) thoughts?

Liberty's Edge

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

1, Nope potions do not and cannot exist. Extracts can, but that doesn't help.
2. ditto
3. Sure, as a small fire elemental that would work.
4. Yeah...
5. Nope, not Paizo
6. Could work...of course you wouldn't cause fire damage to people unarmed/natural striking you...
7. Nope, not Paizo
8. Nope, not Paizo


Great! Then I will take #3 and build up a small goblin-turned elemental :)
Well I have lots to get to to start building him up!
Going for Alchemist/Wizard, but unsure of the last class yet :)
Time to read up on the Polymorph rules!!

Dark Archive

quick question, can i use the armor attunement on mage armor/shield?

Dark Archive

here is a basic breakdown of what im doing. im still missing 8 feats, gear, and a 3rd class but so far i'm happy.

tada!:

Zendicar
Male human barbarian (invulnerable rager) 16/dragon disciple 10/sorcerer (crossblooded) 6/gestalt 16 (Pathfinder RPG Advanced Player's Guide 79, Pathfinder RPG Ultimate Magic 69)
CN Medium humanoid (human, orc)
Init +5; Senses blindsense 60 ft., darkvision 60 ft.; Perception +27
--------------------
Defense
--------------------
AC 27, touch 16, flat-footed 26 (+5 deflection, +1 Dex, +11 natural)
hp 304 (16d12+112)
Fort +21, Ref +11, Will +15; +4 vs. fear, +11 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies'
Defensive Abilities indomitable will; DR 16/lethal, 8/—; Resist acid 10, fire 4, extreme endurance
Weaknesses light sensitivity
--------------------
Offense
--------------------
Speed 40 ft., fly 90 ft. (average)
Special Attacks breath weapon, claws (2, 1d6 plus 1d6 acid, treated as magic weapons, 9 rounds/day), dragon bite, greater rage (40 rounds/day), rage powers (energy resistance: cold[APG], energy resistance: electricity[APG], guarded life[APG], increase damage reduction +6, reckless abandon[APG], superstition +11)
Dragon Disciple Spell-Like Abilities (CL 10th; concentration +16)
. . 2/day—dragon form
Sorcerer (Crossblooded) Spells Known (CL 13th; concentration +19)
. . 6th (5/day)—true seeing
. . 5th (7/day)—life bubble[APG] (DC 21), vampiric shadow shield[ACG]
. . 4th (7/day)—greater infernal healing[ISWG], greater invisibility, remove curse
. . 3rd (7/day)—heroism, keen edge, water breathing
. . 2nd (8/day)—bull's strength, make whole, resist energy, rope trick, see invisibility
. . 1st (8/day)—gravity bow[APG], infernal healing[ISWG], mage armor, shield, strong wings[ARG]
. . 0 (at will)—acid splash, arcane mark, disrupt undead, ghost sound (DC 16), mage hand, mending, prestidigitation, spark[APG] (DC 16)
. . Bloodline Draconic, Orc
--------------------
Statistics
--------------------
Str 32, Dex 12, Con 22, Int 14, Wis 14, Cha 22
Base Atk +16; CMB +27; CMD 43
Feats Eschew Materials, Improved Initiative, Quicken Spell, Skill Focus (Fly), Skill Focus (Perception), Skill Focus (Use Magic Device), Toughness
Skills Acrobatics +20 (+24 to jump), Appraise +21, Fly +26, Handle Animal +25, Knowledge (arcana) +10, Knowledge (engineering) +21, Knowledge (geography) +21, Linguistics +18, Perception +27, Sleight of Hand +17, Survival +21, Swim +25, Use Magic Device +31
Languages Aquan, Auran, Celestial, Common, Draconic, Druidic, Dwarven, Elven, Gnome, Goblin, Halfling, Ignan, Infernal, Orc, Protean, Sphinx, Strix
SQ bloodline arcana (energy spells that match bloodline energy deal +1 damage per die), fast movement, fearless, wings
Other Gear 5,000 gp
--------------------
Special Abilities
--------------------
Acid Claws (9 rounds/day) (Su) As a free action, gain 2 claw attacks (+1d6 Acid) that bypass DR as magic weapons.
Blindsense (60 feet) (Ex) Sense things and creatures without seeing them.
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Acid] spells.
Breath Weapon (1/day, DC 21) (Su) 1/day, Breath Weapon deals 10d6 Acid damage, DC 21.
Damage Reduction (16/lethal) You have Damage Reduction against non-lethal damage
Damage Reduction (8/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Dragon Bite (Ex) Bite atacks deal 1d6 damage
Dragon Form (II, 2/day) (Sp) Use Form of the Dragon II as a spell-like ability 2/day
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Fire (4) You have the specified Energy Resistance against Fire attacks.
Energy Resistance: Cold (Ex) Cold Resistance while raging
Energy Resistance: Electricity (Ex) Electricity Resistance while raging
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Extreme Endurance (Fire) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Fearless (Ex) At 3rd level, you gain a +4 bonus on saving throws made against fear and a +1 natural armor bonus. At 9th level, you lose your light sensitivity, gain immunity to fear, and your natural armor bonus increases to +2.
Flight (90 feet, Average) You can fly!
Guarded Life (16 hp) (Ex) If reduced below 0 hp, convert some damage to non-lethal and auto-stabilize.
Increase Damage Reduction +3 (Ex) While raging, your DR increases by 1.
Indomitable Will (Ex) +4 bonus to Will saves vs. enchantment spells.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Orc Bloodline Arcana: Whenever you cast a spell that deals damage, that spell deals +1 point of damage per die rolled.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Rage (40 rounds/day) (Ex) +6 Str, +6 Con, +3 to Will saves, -2 to AC when enraged.
Reckless Abandon (+/-5) (Ex) Trade AC penalty for to hit bonus while raging.
Superstition +11 (Ex) While raging, gain bonus to save vs. magic, but must resist all spells, even allies'.
Wings (Su) Fly 90' (average)

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


I will make a character for this game instead. Going for a Druid + Barbarian + Alchemist Ratfolk.


Is Moss Lich an allowable template to put on my druid?


No 3PP. Which the Advanced Bestiary is. That's about 5 times that's needed to be said on that specific book I think.


Reckless wrote:
I'm going to go with the general ruling that unless you have something that specifically states otherwise, you cannot add the same Stat bonus to something more than once.

Does this overcome the normal type issues. For example, a character who uses charisma instead of dexterity and then gets a deflection bonus equal to charisma. They are from different sources.


Sundakan wrote:
No 3PP. Which the Advanced Bestiary is. That's about 5 times that's needed to be said on that specific book I think.

That just goes to show how difficult figuring out and understanding an items source is, especially for those of us who have never owned a physical copy in our lives :)

Figuring out that "X" is from Advanced Bestiary is easy enough, but I would have had zero clue that that particular book was NOT piazo, unless someone told me, and even then the reasoning would be "cuz I sayz so."
The only clue I really have to go on is the occasional "3PP" I see stamped on things here and there :)

Liberty's Edge

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Well, one could look through options on The Official PRD instead of the D20pfsrd. Of course, that is not as easy to navigate, so I can understand why one wouldn't.

Liberty's Edge

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Philo Pharynx wrote:
Reckless wrote:
I'm going to go with the general ruling that unless you have something that specifically states otherwise, you cannot add the same Stat bonus to something more than once.
Does this overcome the normal type issues. For example, a character who uses charisma instead of dexterity and then gets a deflection bonus equal to charisma. They are from different sources.

I'd be ok with those stacking, since it is a deflection bonus and not a "stat" bonus on the second one. I'm more interested in preventing stacking untyped bonuses granted by stats, I guess.


Yea sorry. No idea the Advanced Bestiary wasn't the real stuff. It looked official to my eyes.


For what it's worth, I prefer Archives of Nethys.

Way easier to navigate, has the real Golarion-specific names for everything, and just looks better aesthetically.
The only downside is that it's just a small team of volunteers, and doesn't update nearly as quickly as d20pfsrd. But I still can't stand d20, so I use Nethys.


Cam James wrote:
Sundakan wrote:
No 3PP. Which the Advanced Bestiary is. That's about 5 times that's needed to be said on that specific book I think.

That just goes to show how difficult figuring out and understanding an items source is, especially for those of us who have never owned a physical copy in our lives :)

Figuring out that "X" is from Advanced Bestiary is easy enough, but I would have had zero clue that that particular book was NOT piazo, unless someone told me, and even then the reasoning would be "cuz I sayz so."
The only clue I really have to go on is the occasional "3PP" I see stamped on things here and there :)

Is says "Green Ronin Publishing" right beside the "Advanced Bestiary" bit though.

Paizo and Green Ronin are not the same thing.


Bigrig107 here, with a monster of a freaking build.
This took me foreverrrrr for some reason.

But I'm done, so have a look!

Edit: still have to do background, appearance, and personality, but that shouldn't be too hard.


Scribbling together something that I thought of. An Unchained Rogue/Inspired Blade/Psychic, because Occult needs some love. It's a work in progress, but mainly all I need to do is factor in automatic bonus progression, pick skills, account for all those free feats somehow, and go through the long and arduous process of kitting out a 12str character.

He's a dark-side psychic who's generally a pretty nice person but does some absolutely brutal things if he gets cranky. Aberration psychics seem really awesome to me, like the calm, controlled fury that I always imagined was the Paladin's counterpoint to a Barbarian's boisterous and ever-present rage.


Could we have a bit more clarification on how to build cohorts?

They get 1/2 their level of ABP, but do they get a feat each level?
30-point buy?
Wealth?


Ovkkrah'gaahn wrote:

Bigrig107 here, with a monster of a freaking build.

This took me foreverrrrr for some reason.

But I'm done, so have a look!

Having experience with building huge monster characters, I can point out a couple of errors for you. First, armor for huge non-humanoids costs eight times as much as normal armor, meaning that a mitral breastplate costs far more than the 5000 gp allotment we have. Second, feats like Weapon Focus and Improved Natural Weapon have to choose a single type of natural attack--see, for example, the griffon with its Weapon Focus(bite). You can, of course, take the feats multiple times to cover all of your natural attacks.

Looks like a cool build other than that!


Almonihah wrote:
Ovkkrah'gaahn wrote:

Bigrig107 here, with a monster of a freaking build.

This took me foreverrrrr for some reason.

But I'm done, so have a look!

Having experience with building huge monster characters, I can point out a couple of errors for you. First, armor for huge non-humanoids costs eight times as much as normal armor, meaning that a mitral breastplate costs far more than the 5000 gp allotment we have. Second, feats like Weapon Focus and Improved Natural Weapon have to choose a single type of natural attack--see, for example, the griffon with its Weapon Focus(bite). You can, of course, take the feats multiple times to cover all of your natural attacks.

Looks like a cool build other than that!

To address your errors:

1. I realize that. But, he has craft (armor) at a +20. Which gives him a 30 when taking 10, which is more than enough to make the item (I imagine him using his followers to create the massive suit of armor while he uses his breath to heat the metal). Which means that a Huge mithral breastplate costs 1,400 gold pieces (4,200 mithral breastplate x 10 = 42,000 silver pieces. 42,000 divided by 3 = 14,000 silver pieces. Divide that by 10, and you have 1,400 gold pieces).

Edit: I see that you're right now. I forgot to multiply the price by 8. I'll have to look into fixing/replacing that.

2. Normally that would be true, but he's a Mythic Champion with the Mythic Weapon Training (natural weapons) ability. That lets all feats that require a specific weapon choice to affect every weapon in that weapon group. So, his bite, 2 claws, 2 wings, and tail slap all benefit from WF, GWF, INA, etc.

Thanks for taking a look at him! It definitely makes me feel better having someone else say it looks good!


Ah, I'd missed the Mythic Weapon Training.

I'm still not sure I understand your calculation for the price of your breastplate, though. Where did the x8 price for it being for an unusually-sized creature go? Admittedly I've never done a crafting build, so I might just be unfamiliar with the rules here.


I edited it to say that I didn't put the x8 in there. I'm glad you caught that now!
Would've been a bigger problem if I'd caught it later.

EDIT: never mind, I ended up answering my own questions. Smash From the Air and a normal masterwork agile breastplate is obviously the way I want to go with this.

A few more questions, any Ability Score advice? Is the Dex too low? Int is fine, but how's the Wisdom? Should I be pumping that higher at the expense of Int?


The main issue I'm running into with my character is more a matter (somewhat) of concept. As a character defined by Law primarily, I wanted him to use nonlethal tactics a lot of the time.

I'm just wondering if that's worthwhile, at all. I have Enforcer and the Cudgeler Style Feats, but I don't know if they're at all worth it if the trials are going to be more of a straight dungeon crawl. I know nonlethal isn't ALWAYS worth it, but if it's useless more than 50% of the time except as a way to coup de grace people later, no need to waste 4 Feats on it.


Sundakan wrote:

The main issue I'm running into with my character is more a matter (somewhat) of concept. As a character defined by Law primarily, I wanted him to use nonlethal tactics a lot of the time.

I'm just wondering if that's worthwhile, at all. I have Enforcer and the Cudgeler Style Feats, but I don't know if they're at all worth it if the trials are going to be more of a straight dungeon crawl. I know nonlethal isn't ALWAYS worth it, but if it's useless more than 50% of the time except as a way to coup de grace people later, no need to waste 4 Feats on it.

If you're going nonlethal like that, why don't you make good use of it?

Pick up a sneak attack class (maybe Thug Unchained Rogue?) and Enforcer, Shatter Defenses, and Cornugon Smash (for when they're immune to nonlethal), and go to town.
Just be sure to have a reliable backup option against undead/constructs/etc. that are immune to nonlethal and/or Intimidate.


I picked my classes and don't really feel like changing them, though I guess Magus doesn't give me a WHOLE lot. I'd planned to use it mostly for buffs and arcane utility since it's the only 6+ Arcane caster I know of that can cast in armor.

I guess I could do Vivisectionist instead. The class loses something without being able to use potions though. I was waffling between Investigator/Alchemist and Magus for a while anyway.

As for back-up option, shouldn't be an issue. As a Fighter/Inquisitor, EVERYTHING is gonna have a bad day.

I wish I could afford Adamantine Full Plate. I think it's over the limit even if I craft it myself, though I'm not too familiar with the mundane crafting rules.

The OTHER part of my character I wanted to be was essentially "unbreakable". Great saves, high AC, tons of HP, and other stuff. That part I'm not having too hard a time with except getting a good amount of DR. I'm at 3/- now due to Advanced Armor Training but that ONLY stacks with Adamantine. May scrap that and pick up the Stalwart line and just cast Weapon Tutor's Soul a lot.

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