Shards of the Titanswar

Game Master EldonG

The ruined monastery is exactly one of those places parents warn their children about. I wonder why...


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Liberty's Edge

It's possible.

I see no reason why a bonded item can't become legendary.


Female Human Arcanist 4/Arch. 1 | HP: 35/35 | AC: 13, T: 13, FF: 10 | Fort: +3, Ref: +4, Will: +6 | BAB: +2, CMB: +4, CMD: 17 | Init: +9, Perception: +6 |

Muwahaha! I'll write up the reflavored stuff shortly - probably go with "basic arcane staff until going Mythic, at which point its powers are revealed" as the flavor. XD

Note: The text will be a bit lengthy, but the majority of it is about limiting the item to make it fair for use within the game. ^^ And now, I'm off!


Aasimar HP 27
Stats:
AC/Touch/Flat/CMD 17/13/14/18 | Fort/Ref/Will +05/+04/+06 | Init +03
Skills:
+10 Heal; +9 Survival; +8 Perception; +7 Climb, Swim; +6 Know(Nat); +5 Sense Motive; +3 Stealth, Handle Animal, Know(Plan)

As a point of fact, there's nothing that says you couldn't take the thing that turns your familiar into an item (Transformative Familiar (Ex))... and then use legendary item on it... :S Aside from an intelligent DM, of course! :P

My -pigeon- is a major artifact! Take that, evil monsters that would try to kill Cityface!


Baldek is updated to level 3!

Of note, I chose Display of Charisma, to add some mischief ;P


Aasimar, Bardadin 7 | HP 92/92 | AC 27 (t20, ff18) | CMD 27 | F +12; R +17; W +12 | perception (darkvision) +13, sense motive +17, initiative +10 | active effects: --

We're just leveling to 3rd now, right? Or are we adding 1st mythic tier right away too?


Male Human Rogue (Unchained, Swashbuckler) L2 | AC19 (T14F15) CMD16 | HP 17/17 | Saves F1R7W-2 | Percep +2 | Init: +4 | Status: OK

Adding a level of Rogue (Swashbuckler)
7hp = +5avg+1con+1favored hp
BAB +1
Fort Save +1, Will Save +1
Gain Daring +1 = +1 bonus to Acrobatics and Saves vs. Fear
Gain 2d6 Sneak attack if foe flat footed or flanking him.
+11 skill points
+1 rank Acrobatics
+1 rank Appraise
+1 rank Bluff
+1 rank Climb
+1 rank Disable Device
+1 rank Escape Artist
+1 rank Profession:Soldier
+1 rank Sense Motive
+1 rank Stealth
+1 rank Use Magic Device
+1 rank Perception
Add Feat: Exotic Weapon Proficiency: Dueling Sword


HP 17/28 AC15 Nia'Nikta

As far as I know she said Level Up and to LOOK at the Mythic because we would eventually get there.

A heads up as it were.


HP 17/28 AC15 Nia'Nikta

I am looking for some good feats to start on with Nia that will help support the group or give her something else.

I have been looking into the 4 feat tree that Whip Mastery has which will let me do all kinds of cool things with a whip but that is more a nice to have and not a necessity and will take a while to finish. I'm looking, since she looks like the only Marshal to put her solidly in the support/face/leadership(if needed) roll.

Any suggestions?

Also looking at the Trip Combat feat lines


Female Human Arcanist 4/Arch. 1 | HP: 35/35 | AC: 13, T: 13, FF: 10 | Fort: +3, Ref: +4, Will: +6 | BAB: +2, CMB: +4, CMD: 17 | Init: +9, Perception: +6 |

Aaaaaand looks like there's a bit of a bug in Hero Lab that'll need to get ironed out - for some reason, it's giving me Hand of the Apprentice instead of Arcane Bond when I'm trying to build this up. o_O Well, sent in a bug report, so hopefully that'll be taken care of soon. Got everything else done, though.


Aasimar HP 27
Stats:
AC/Touch/Flat/CMD 17/13/14/18 | Fort/Ref/Will +05/+04/+06 | Init +03
Skills:
+10 Heal; +9 Survival; +8 Perception; +7 Climb, Swim; +6 Know(Nat); +5 Sense Motive; +3 Stealth, Handle Animal, Know(Plan)

The second feat in the whip tree is nice, as it lets you flank with your whip. That will let you add a +2 to hit to as many as two people (You want to attack a creature of your size from a knight's trajectory; L-shaped, and you'll get the opposite square, and the opposite central square.

Lingering Performance is one of the strongest feats in the game for a bard... though with Mythic it becomes less powerful, it will still remain strong; You trade an action every third round to triple the duration of your performances... assuming you don't need to change the performance on the fly.

The trip combat line is very, very strong. Though you can't capitalize on it quite as well, as when you make them fall, you don't get the attack of opportunity. Once you threaten with the second whip mastery feat, these + combat reflexes (and possibly mythic combat reflexes) will allow you to trip anyone who tries to move through a 10 foot range of you.

I'd suggest an eldritch heritage, perhaps, as well. Since you already bought into it with a skill focus. You could also wait for a few levels to get another skill focus and choose the heritage that way. Mythic Eldritch Heritage is incredibly good, as it gives you pretty much the full line for a feat and a mythic feat.

TLDR look at Eldritch Heritage:
For Diplomacy, your options are Serpentine or Infernal. Serpent gives you a poisonous bite... and later on will give you a serpent animal companion (though you may be able to trade with improved familiar later, if EldonG's feeling friendly). It generally lets you be snaky. As for Infernal, the first few powers are really lame. So you'd be buying into a weak line to start, but once you have mythic heritage and adequate level, you'll eventually get a +2/4/6 inherent bonus to Constitution, which will keep you on your feet for quite some time longer. That's really the only power worth mentioning in the list, though.

As for other skill focuses, I feel some other bloodlines may fit much better.

Arcane requires any skill focus in a knowledge, and nets you an Arcane Bond, easier to use metamagics, access to more spells, which for a bard is amazing, a higher chance to penetrate a monster's defenses -and- the ability to power magic items with your spell slots. It's really nice, and fits a bookish character.

Celestial requires skill focus in heal. It gives you conviction, which is a reroll, and a lot of nice flavor. I'm not sure 'angel' fits your character, though.

Destined fits basically any character in this, requires you to focus in know(History), and is all around okay. I'm not a huge fan, but it does fit with the story.

The various Genie bloodlines remind me of your character, just due to her desire to be free, along with the nobility she holds herself with.
Djinni Efreeti Marid Shaitan

Fey requires nature, and is definitely worth a look. It gives you a lot of little tricks.

Maestro can take performance of any kind as a focus. It nets you a lot of cool language abilities, and stacks with bard effects, for more bardic performance rounds (some of which you may have given up) along with some other benefits. It fits bards really well.

Finally, Imperious requires -Oratory-. Imperious is the human only one, that's pretty well obsessed with humanity, and nobility and such. Its abilities work excellently on humans, giving additional bonuses to morale boosting abilities for you, and sometimes your party. It grants bonuses to studying humans, and add in Heroic Legends, and you just became a wall of morale bonuses.

Edit: Added Links to the bloodlines.

I'm quite partial to Eldritch Heritage, as well as Deific Obedience, for nearly any character I play. Deific Obedience, though, would not be particularly easy without working things out with the DM. The short version is that your character spends an hour doing something each day to honor their god. At high levels, this turns into very solid boons, and opens the door into three powerful prestige classes (at least in my opinion). At lower levels, it grants a boon of some sort, that seems to vary. Constantly used things tend to get only a +1 or 2, while unusual or niches get 2 or 4. Sometimes you get a combination. Nethys, as an example, gives something like +4 concentration. Pharasma gives +2 hit with daggers. Torag, on the other hand, gives +1 hit with warhammers, while Shelyn gives +4 to all craft and perform checks. Working with Eldon to get a god hammered out, an obedience set up, and a boon, followed by a set of high level boons may well be worth it. :)

Example Obedience, and what you get.:

Shelyn's obedience
The following should take around an hour to perform:

Paint a small picture, compose a short poem or song, dance a scene from a ballet, or create another work of art, whispering praise to Shelyn’s beauty and grace as you do so. The art piece need be neither large nor complex, but heartfelt and made to the best of your ability. Gift the piece of art to a stranger and pay her a sincere compliment as you do so. If there are no suitable individuals around to receive the gift, leave it in an obvious place with a note praising Shelyn and asking whoever finds it to take it with your warmest wishes. Gain a +4 sacred bonus on Craft and Perform checks.

12HD: Devotionals (Sp) unbreakable heart 3/day, calm emotions 2/day, or good hope 1/day
16HD: Joyous Ally (Sp) Your sense of beauty and the loyalty you bear your goddess have attracted the notice of her celestial servants. Once per day as a standard action, you can summon a lillend azata from Shelyn’s divine realm in Nirvana to aid you. You gain telepathy with the lillend to a range of 100 feet. The lillend follows your commands perfectly for 1 minute for every Hit Die you possess before vanishing back to its home on Elysium. The lillend doesn’t follow any commands that would cause it to commit evil acts or destroy works of art, and the creature could even attack you if the command is particularly egregious.
20HD: Plumed Blade (Su) Even in battle, you partake of the beauty and joy with which Shelyn graces her devoted followers. As a free action, you can cause an illusion of brightly colored feathers to follow every swipe and motion of your weapon. When you do so, a single weapon you hold gains the holy and shock weapon special abilities. (You can use this ability on a ranged weapon, but can’t apply it directly to a piece of ammunition.) If you drop the weapon or give it away, this ability’s effects immediately end. You can grant weapons this ability for a number of rounds per day equal to 1 + 1 for every 4 Hit Dice you possess (maximum 6 rounds). The rounds don’t need to be consecutive.

Bear in mind, that's only the Exalted options. You can get sentinel or evangelist via the prestige class associated with it, or get exalted earlier, with that prestige class.


Aasimar, Bardadin 7 | HP 92/92 | AC 27 (t20, ff18) | CMD 27 | F +12; R +17; W +12 | perception (darkvision) +13, sense motive +17, initiative +10 | active effects: --

Auric has been updated to 3rd... Let me know if there are any questions about the changes...

I took furious focus for his feat but I do like Deific Obedience too.... If you (Eldon) are interested in developing the requirement and bonuses for Goldar (or working with me to do so) I would be interested in potentially taking that instead possibly...


Aasimar HP 27
Stats:
AC/Touch/Flat/CMD 17/13/14/18 | Fort/Ref/Will +05/+04/+06 | Init +03
Skills:
+10 Heal; +9 Survival; +8 Perception; +7 Climb, Swim; +6 Know(Nat); +5 Sense Motive; +3 Stealth, Handle Animal, Know(Plan)

I figure something -very- fitting for the obedience is working through your actions of the previous day, weighing and measuring your choices for an hour, reflecting on what you could have done better, so that you could do better tomorrow... :)

A good option for the obedience's bonus would probably be sense motive or intimidation. Or something a bit weaker but for something more battle-ready.

Archives of Nethys has all of the current Deific Obediences that are available, you just have to hop to the deity pages thereof if you're looking for inspiration :)

HD12's ability is always the sameish. Three spells fitting your god, 3 first, 2 second, or one third.

HD16's ability usually brings about an ally, or modifies a class feature, but gives an additional option for classes that don't fit.

Probably a strong stone construct of some kind fits... like Torag's, if I remember right. Or otherwise a ~sixth level spell, modified a bit... or modifies a class feature or grants some interesting aspect to folks who don't have it.

HD20's ability usually represents a level 7 spell's option, give or take, in strength, lasting for several rounds per day.

Bestow Grace of the Champion, Circle of Clarity, Dictum, or one of the Symbols seems to fit the lore you attached to your god.

The below is actually ~the power level of a level 8 summoning spell, but extended. So maybe level 7 is a bit on the low side. :)

Torag HD20:
3: Hammerfist Ally (Sp) You can bring forth an ancient stone construct forged specifically to protect the beloved followers of the Father of Creation. Once per day as a standard action, you can summon a stone golem to aid you. You gain telepathy with the golem to a range of 100 feet. The golem follows your commands perfectly for 1 minute for every Hit Die you possess before vanishing back to its home. The golem takes the form of a sculpted dwarf hero wielding two massive warhammers, the holy symbol of Torag hanging prominently around its neck. Its statistics remain unchanged despite these cosmetic alterations.


Aasimar, Bardadin 7 | HP 92/92 | AC 27 (t20, ff18) | CMD 27 | F +12; R +17; W +12 | perception (darkvision) +13, sense motive +17, initiative +10 | active effects: --

Nala- I've actually developed obediences before for other settings, I just didn't want to presume to make my own without talking to the GM first. Thank you, though!

Edit: on a completely different note, I just realized that a mythic fighter could completely dump Str and still do good damage.... If you took Slashing Grace for the sawtooth saber and the Mythic Weapon Training champion ability for light blades you could use Dex to hit and damage with a bunch of light weapons. Add Piranha Strike and Two Weapon fighting and you'd have a pretty solid build.


Aasimar HP 27
Stats:
AC/Touch/Flat/CMD 17/13/14/18 | Fort/Ref/Will +05/+04/+06 | Init +03
Skills:
+10 Heal; +9 Survival; +8 Perception; +7 Climb, Swim; +6 Know(Nat); +5 Sense Motive; +3 Stealth, Handle Animal, Know(Plan)

Alrighty. :)


Aasimar, Bardadin 7 | HP 92/92 | AC 27 (t20, ff18) | CMD 27 | F +12; R +17; W +12 | perception (darkvision) +13, sense motive +17, initiative +10 | active effects: --

Antonio- I don't want to meddle but I was just looking at your build and it looks like maybe you're shorting yourself 1 feat... It looks like you should have human, 1st, 3rd, and a bonus combat feat from your talent (for 4 total) but I only see 3?


Aasimar, Bardadin 7 | HP 92/92 | AC 27 (t20, ff18) | CMD 27 | F +12; R +17; W +12 | perception (darkvision) +13, sense motive +17, initiative +10 | active effects: --

I think I might drop dual path and go straight Guardian... With a legendary item for my weapon I should have plenty of offense and the path will give me huge survivability. I think I'm going to go for a vital strike build that only attacks 1/round but does crazy damage on that one hit.

Also, I'm not sure how you're working special materials or less common weapons, but I'd love to pick up an adamantine earthbreaker before we hit tier 2 to use for my legendary item.


Male Human Dual-Cursed Oracle of Life 3 Hps 33/33 AC 19 FF 17 T 12 CMD 14 Fort +3 Ref +3 Will +5 Init +2 Per +2

Adding Level of Oracle

+12 Hps (5+1FC+3CON+3Feat)
+1 BAB
+1 Fort, +1 Reflex
+7 Skill Points [Diplomacy, Heal, Knowledge (Planes), Knowledge (Religion), Sense Motive +8, Spellcraft, Use Magic Device]
Feat - Toughness
Revelation - Life Link
Spell known 1st - entropic shield
1 more cast per day 1st level.


Male Human Rogue (Unchained, Swashbuckler) L2 | AC19 (T14F15) CMD16 | HP 17/17 | Saves F1R7W-2 | Percep +2 | Init: +4 | Status: OK

Auric: I see it. Combat Expertise was missing for some reason; I put it back in. Hero Lab usually does a better job of displaying stuff.

Liberty's Edge

Auric - that's my stonelord, with a longhammer. ;)


Aasimar, Bardadin 7 | HP 92/92 | AC 27 (t20, ff18) | CMD 27 | F +12; R +17; W +12 | perception (darkvision) +13, sense motive +17, initiative +10 | active effects: --

lol- i actually (eventually) want to pick up EWP Longhammer (or possibly Mythic Weapon Training [hammers]) and give the item the Shape Change quality (one of the intelligent item powers) so it can switch itself back and forth between a longhammer and earthbreaker...

also, since others are posting it:
+1 BAB; +9 hp (6 avg +2 Con +1 fcb)
+5 Fort, +4 Ref, +5 Will (Divine Grace kicked in)
2 skill points (diplomacy and heal); furious focus
Lay Hands (1d6, 5/day)

Liberty's Edge

Just to make sure everyone understands - mythic is coming. Soon.

Not just yet. I don't want too much confusion when it happens, so I'm getting folks to prepare.

Trust me, you'll know when it happens!

Liberty's Edge

Something more - I plan on detailing a few of the businesses in Wild Roc. A lot of what I detail depends on you guys. What businesses do you want to see? Will you stop in Morda's Pass (where there are weapon and armorsmiths) along the way? (There are smiths in the city, too.)

Let me know your interests in the city and I'll work on them. I already have a few, from previous requests.


Female Elf Wizard

Interests in Wild Roc: My mentor, any magic shops, inexpensive lodging, and places where spell research is allowed.
I assume we would stop in Morda's Pass for a short while.


Female Human Arcanist 4/Arch. 1 | HP: 35/35 | AC: 13, T: 13, FF: 10 | Fort: +3, Ref: +4, Will: +6 | BAB: +2, CMB: +4, CMD: 17 | Init: +9, Perception: +6 |

Weapon Shop (Crossbow), Magic areas (Sakuro loves learning new spells, and if I grab Perfect Preparation, she can just prepare new spells from memory to maximize her versatility), et cetera. If Aya's willing, the two could probably split any spell-copying costs, then share with each other a bit later.


Aasimar, Bardadin 7 | HP 92/92 | AC 27 (t20, ff18) | CMD 27 | F +12; R +17; W +12 | perception (darkvision) +13, sense motive +17, initiative +10 | active effects: --

I'm sorry, I wasn't here for previous planning... Is there a specific reason we're heading to Wild Roc right away? I'd really like to take a detour to Deep Furrow to show the book to the leaders of my order. They might say its beyond them and my god must want me to figure out what to do with it, but they might be able to cure Reiko's blindness and maybe help with some kind of protection from its evil prying/influence too?

In terms of shops, the things Auric is most interested in would be weapons and armor (specifically, an adamantine earthbreaker or a mithril breastplate... neither of which he can afford unless we have a bunch of gold coming in).


Female Elf Wizard

Sounds good to me.


Male Elf Magus 3; Arcane Pool 4/4 HP 35/35 | AC:16 T:16 FF:11 CMD 16 | Init+5 F+6 R+4 W+4 (+2 v Enchantment) | Katana:+5, 1d8+2; 19-20 x2
Skills:
Intimidate: 10 Knowledge (Arcane): 10 Knowledge (Dungeoneering): 10 Perception: 6 Spellcraft: 10 Use Magic Device: 9

I'll have Reiko leveled later today or tomorrow morning. As far as places, they'd be the same as what I said earlier. libraries, and places of magic would be his main interest.


HP 17/28 AC15 Nia'Nikta

So many feats and so many decisions. I don't know which would fit first.

Since I will only have 9 feats and the whip tree is a 5 feat tree due to weapon focus, the trip feat tree is 3 feats due to combat expertise. That leaves only one free for Eldritch heritage. I think Maestro fits thematically this character very well.

Ill have to wait for the next skill focus at 8th level to do Performance, then I can buy into Eldritch heritage.

Should finish Nia up today.


HP 17/28 AC15 Nia'Nikta

+1 Ride
+1 Diplomacy
+1 Know: History, Arcana, Local
+1 Linquistics
+2 Perform Oratory
+1 Sense Motive

0-Lvl Spells gained -2
Dancing Lights
Mending

1-Lvl Spells gained -1
Hideous Laughter

Feat: Im thinking combat expertise


Female Human Arcanist 4/Arch. 1 | HP: 35/35 | AC: 13, T: 13, FF: 10 | Fort: +3, Ref: +4, Will: +6 | BAB: +2, CMB: +4, CMD: 17 | Init: +9, Perception: +6 |

Bug was confirmed, Hero Lab people are on it, I'll be adding Sakuro's Arcane Bond item (haven't decided which) once that's done. XD Shouldn't be a huge issue.

Liberty's Edge

How does every feel to be third level?

Ready to take on the world? ;)


Aasimar HP 27
Stats:
AC/Touch/Flat/CMD 17/13/14/18 | Fort/Ref/Will +05/+04/+06 | Init +03
Skills:
+10 Heal; +9 Survival; +8 Perception; +7 Climb, Swim; +6 Know(Nat); +5 Sense Motive; +3 Stealth, Handle Animal, Know(Plan)

:( Mean, asking what it's like to be third level, while I'm trapped...

Liberty's Edge

:p


Aasimar, Bardadin 7 | HP 92/92 | AC 27 (t20, ff18) | CMD 27 | F +12; R +17; W +12 | perception (darkvision) +13, sense motive +17, initiative +10 | active effects: --

Sakuro- wouldn't you be better off taking Eldritch Heritage (and maybe mythic EH)? With the exploit you have to spend arcana to use it's bonus spell on anything higher than 1st level, and since your ability to enchant it yourself depends on your effective Sorc level you'd still need to take the appropriate Item Creation feat too (or be able to spend 2400 arcane points each day to keep your effective level up for 8 hours).Plus, if you took mythic EH you'd get all the other arcane bloodline powers (which are pretty solid) without spending any more feats...

I suppose you could just take the upgradable legendary quality too (like I plan to), or maybe the GM will be feeling extraordinarily gracious and hand wave away the issues, lol


Female Human Arcanist 4/Arch. 1 | HP: 35/35 | AC: 13, T: 13, FF: 10 | Fort: +3, Ref: +4, Will: +6 | BAB: +2, CMB: +4, CMD: 17 | Init: +9, Perception: +6 |

I suppose I could do that. XD In fact, that might be smarter. Let me go adjust this real quick... I think I need to take Skill Focus, though, unless I can retrain/swap Toughness...

Liberty's Edge

Retraining is possible. It helps to have a trainer, but not required.

I'll address specialist materials real quickly:

Dwarves estimate that there are no more tons of adamantine on the prime than the average dwarf has fingers. On one hand. They guess that mithral is three to four times more plentiful. Most dwarves never see an ounce of either one in their lives.

There are quite a few rare materials - nobody's quite sure what the greataxe blade is made of. (The one Baldek is carrying.)

Liberty's Edge

Just an FYI - I'm mapping out Deep Furrow now. However you guys decide to do things is fine. :)

Liberty's Edge

Deep Furrow added to the map list.

Liberty's Edge

Second inn choice in Wild Roc - the Candlelight Inn

It's less expensive than the 'Pheasant, by at least a quarter. Considerably less than the suites, and any room can be made double occupancy for a couple of coppers.

The place is lit only by candles once twilight hits, in sconces around the walls, on the spiral staircase, and on the tables. The table in back has quite the reputation for shady dealmaking.

It's at ac44 on the map of the Roost.


HP 17/28 AC15 Nia'Nikta

Sorry for my lack of posting. I should be readjusting to my time and able to post regularly again soon.

I also hope to make a Journal for Nia as an extra thing and hopefully will be able to work on that also.

So as of right now Im getting the plan is Auric is all for going to Deep Furrow to hopefully heal Reiko and then come back at night to tackle the ogre den?


Aasimar, Bardadin 7 | HP 92/92 | AC 27 (t20, ff18) | CMD 27 | F +12; R +17; W +12 | perception (darkvision) +13, sense motive +17, initiative +10 | active effects: --

I didn't know how far from the fork we'd have to go... It sounds like we'll have to pick which thing we do first and which we do tomorrow...

Liberty's Edge

Aya's mentor's home is at p29, though that map won't be shared just yet.

Liberty's Edge

Lucky Louie's Twisted Mermaid Bar and Grill sits at g13. It's the best dive bar a sailor ever got an emergency tracheotomy in(and there have been a few).

Lucky Louie has a peg right leg, a hook left hand, and an eyepatch over his right eye socket, and he insists he must be the luckiest guy around. He is still alive. He swears he was never a pirate, incidentally...

The Twisted Mermaid is named after the wooden mermaid taken from the bow of a sunk ship - the back rail that is actually over the water when the tide is up came from it too. The mermaid was mounted - well - rather poorly. It's represented by the oval up front.

Note - the scaling is different - 2.5' per square.

Liberty's Edge

Keep in mind, btw, if certain npcs push their own agenda, it's because they have an agenda. Sometimes it's worth listening to, but not always. I find myself inspired by reality. ;)


Aasimar HP 27
Stats:
AC/Touch/Flat/CMD 17/13/14/18 | Fort/Ref/Will +05/+04/+06 | Init +03
Skills:
+10 Heal; +9 Survival; +8 Perception; +7 Climb, Swim; +6 Know(Nat); +5 Sense Motive; +3 Stealth, Handle Animal, Know(Plan)

:P Like when a merchant asks you to defend his caravan rather than defending the town. Or Tania, who's lifelong goal has been to slaughter all those ogres before they became a problem wants them to clear out the lair -before- they do anything else. :p

Liberty's Edge

Something like that, yeah.

Tania's actually not worried about waiting a day, but she's really against doing another long, long day.


Male Elf Magus 3; Arcane Pool 4/4 HP 35/35 | AC:16 T:16 FF:11 CMD 16 | Init+5 F+6 R+4 W+4 (+2 v Enchantment) | Katana:+5, 1d8+2; 19-20 x2
Skills:
Intimidate: 10 Knowledge (Arcane): 10 Knowledge (Dungeoneering): 10 Perception: 6 Spellcraft: 10 Use Magic Device: 9

I'm leveling up Reiko while at work thought out the day. I'm thinking of taking the magus arcana

Flamboyant Arcana:
A magus gains the derring-do and opportune parry and riposte deeds from the swashbuckler's list of deeds. The magus can spend points from his arcane pool as panache points to use these deeds and any other deeds he gains from the deed arcana, but he cannot use points from his arcane pool to use deeds from other classes or those gained by feats, nor can he regain points to his arcane pool as a swashbuckler would regain panache points. Effects that add to, reduce the cost of, or otherwise affect panache or grit don't affect the arcane pool of a magus with this arcana. (Note that the wording of the deeds has been altered simply to replace "swashbuckler" with "magus" for convenience and clarity.)

Derring-Do (Ex): At 1st level, a magus can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).

Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the magus, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The magus makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the magus, the magus takes a –2 penalty on this roll. If her result is greater than the attacking creature's result, the creature's attack automatically misses. The magus must declare the use of this ability after the creature's attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the magus can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach.

and combat reflexes for the feat. Once I get level 11, I get a Kensai ability that will far outshine combat reflexes so I was wondering if at that point I can retrain it. I feel like the opportune parry and repost edits the fluid fighting style of an Asian duelist, which is how I've been trying to roleplay his style when not in a mindless rage when exposed to certain spells or Titan magic.

Firstly, what do you guys think, and Eldon, is that retraining ok?

Liberty's Edge

Retraining is no problem as long as the cost and time involved is no issue. I leave it up to you if it's desirable. :)


Aasimar, Bardadin 7 | HP 92/92 | AC 27 (t20, ff18) | CMD 27 | F +12; R +17; W +12 | perception (darkvision) +13, sense motive +17, initiative +10 | active effects: --

Combat reflexes specifically stacks with superior reflexes, so you might not want to retrain it... If you're never planning on having reach at all that might be an unnecessary number of AoO, although there's no limit to how many times you can parry each round except your arcane pool and number of AoOs... And if you picked up Snake Fang (the final feat for Snake Style) you might be able to to take advantage of that insane number of AoOs periodically (especially since you'll always have an empty hand anyways)...


Male Elf Magus 3; Arcane Pool 4/4 HP 35/35 | AC:16 T:16 FF:11 CMD 16 | Init+5 F+6 R+4 W+4 (+2 v Enchantment) | Katana:+5, 1d8+2; 19-20 x2
Skills:
Intimidate: 10 Knowledge (Arcane): 10 Knowledge (Dungeoneering): 10 Perception: 6 Spellcraft: 10 Use Magic Device: 9

I think for now I'm going to pick flamboyant arcana (above) and the feat extra arcana to take

Spell Scars Arcana:
Benefit: The magus can use special scar-based tattoos called spell-scars on his skin to cast or prepare spells, much like scrolls. He can cast a spell from a spell-scar exactly like casting from a scroll; the ink and scars vanish when the spell is cast. The magus can also prepare spells from his spell-scars without expending them, similar to a wizard using the Spell Mastery feat.

The magus does not need to be able to see his spell-scar to use it. A magus has room on his skin for 18 total spell levels of spell-scars, which he can create using the rules for scribing scrolls (although they do not require the Scribe Scroll feat).

I think that will represent his re-descent into the exploration of dark type magicks pretty well, as well as thematically give him the ability to have non-battle type spells available, since Kensai gimps his casting. Besides, it just sounds wicked cool to cast infernal healing from a scar.

I'll pick up combat reflexes later, or even just wait until 11th level for the Kensai ability since he won't usually have reach, and will probably only need to parry and repose 1 attack a round for a while anyway.

Thoughts?

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