Sleet Storms ACG-Playtest

Game Master Sleet Storm


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Here is an Arcanist ,also copy paste into an alias fill in skills and Spells and the remaining gear .Change what you want.


Male Human Arcanist 4

Rotton the Wizard
Arcanist Lvl 4

medium Humanoid (Human)
Init +4, Senses Perception + 3
========================================================================
Offense
Attack
melee Spiked Gauntlet +2 (1d4+0x2)
ranged mwk Crossbow +7 (1d8+1/19-20)
Special Attacks Force Strike 1d4+4, Dimensional Slide 40 ft
========================================================================
Defense
AC 12, touch 12, Flatfooted 10 (10+2 Dex) usually 16 with Mage Armor
hp 34
Fort +4, Ref +4, Will +5
========================================================================
Statistics
10 STR, 14 DEX, 14 CON, 10 WIS, 20 INT (16+2+2headband), 10 CHA
Base Atk +2 CMB +2 CMD +4
Feats
Toughness, Spell Focus (Conjuration), Greater Spell Focus (Conjuration)
Traits
Gifted Adept (Snowball) (+1CL for one spell), Reactionary +2 Init
Arcanist Exploits
Force Strike, Dimensional Slide
Skills
Knowledge (arcane lore) +12
Perception +3
Spellcraft +12

Arcane Reservoir (Su): An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist’s arcane reservoir can hold an amount of magical energy equal to three times the arcanist’s level. Each day when preparing spells, the arcanist’s arcane reservoir fills with raw magical energy, gaining a number of points equal to 1 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points that the total mentioned above, points gained in excess of this maximum are lost.

Points from the arcanist reservoir are used to fuel many of the arcanist’s powers (see arcane exploits). In addition, the arcanist can expend one point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the DC of the spell by 1. She can expend no more than one point from her reservoir on a given spell in this way.

Arcanist Exploit: By bending and sometimes even breaking the rules of magic, the arcanist learns to channel the power she harnesses to create a wide variety of magical effects. Some of these exploits allow her to break down various forms of magic, adding their essence to her arcane reservoir. At 1st level and every two levels thereafter, the arcanist learns a new arcane exploit selected from the following list. An arcanist exploit cannot be selected more than once. Once an arcanist exploit has been selected, it cannot be changed. Most arcanist exploits require the arcanist to expend points from her arcane reservoir to function. Unless otherwise noted, the save DC for any arcanist exploit is equal to 10 + 1/2 the arcanist’s level + the arcanist’s Charisma modifier (DC 12).

Dimensional Slide (Su): The arcanist can expend one point from her arcane reservoir to create a dimensional crack that she can step through to reach another location. This ability is used as part of a move action, allowing her to move up to 10 feet per arcanist level to any location she can see; this is in place of 5 feet of movement. She can only use this ability once per round. She does not provoke an attack of opportunity for the movement caused by this ability, but any other movement provokes as normal.

Force Strike (Su): The arcanist can unleash a blast of force by expending one point from her arcane reservoir. This attack automatically strikes one target within 30 feet (as per magic missile) and it deals 1d4 points of damage, plus 1 point of damage per arcanist level (1d4+4). Spells and effects that negate magic missile also negate this effect.

Consume Spells (Su): The arcanist can spend a standard action to expend an available arcanist spell slot, making it unavailable for the rest of the day just as if she had used it to cast a spell. In doing so, she adds a number of points to her arcane reservoir equal to the level of the slot consumed. She cannot consume cantrips (0 level spells) in this way. Points added to the arcane reservoir in excess of the limit (see arcane reservoir) are lost.

SQ Consume Spells , Skilled, Arcane Reservoir (3 points), Spellbook

Spells Prepared:

Cantrips:

1st (9/day) (3 Spells): Color Spray, Mage Armor, Snowball (+4 ranged touch, 5d6 damage, Fort DC 18 or staggered 1 round)

2nd (3/day) (1 Spell): Glitterdust

Save DC 15 + spell level, 17 + spell level Conjuration.

=========================================================================
Equipment
Headband of Vast Intellect +2 4000 gp
+1 cloak of resistance 2000 gp


looks about right. looks like somebody knows what a reach cleric is :3

And I am just about finished with my shaman. He will go by the name of Shiro Hayabusa


Male Human Arcanist 4

Rotton hasn't filled up all his skills, but it's actually hard to buy them. (He only needs two, and he has them already.) I think we can just start.

I think he has all his 1st-level spells, unless Snowball is free.

Grand Lodge

Male Human Shaman 4

Battle Shaman Lvl 4

medium humanoid Human (verstile human alternate Racial trait loses Bonus Feat and Skilled gains +2 to two ability scores instead of one)

Init +8,Senses Perception+8
========================================================================
Defense
AC 18,touch 12,Flatfooted 16(10+6armor,+2Dex);CMD18(10+3BAB,+3STR,+2DEX)
hp 39
Fort +4 Ref +3 Will +7
========================================================================
Offense
Speed 30 ft
Attack
melee mwk Longspear +7 (1d8+5x3) PA -1/+3
Cestus +6 (1d4+3x2)
Sickle +6 (1d6+3x2)
ranged Shortspear +5 (1d6+3x2)
Special Attacks:Hexes, Healing Spirit(+2 CL for Cure Spells Free maximize for Cure Spells cast (6/day),Spirit Magic Channel (can channel energy as a cleric)
========================================================================
Statistics

17STR(14+2 +1),14DEX,14CON,16WIS(14+2),10INT,10CHA
Base Atk +3 CMB +6(+7 with Longspear) CMD 18

Feats Toughness, Power Attack
Traits Reactionary(+2Init),Resilient (+1 Fort)

Spirit: Battle
Wandering Spirit: Life

Skills

Acrobatics +6 (-1 Armor)
Perception +9 (Alertness)
Spellcraft +7 (class skill)
Survival +10 (class skill)

Spells Prepared
Orisons: Create Water, Detect Magic, Light, Spark

1st (4/day): Comprehend Languages, Divine Favor, Magic Weapon, Protection From Evil
Spirit magic(1/day): (enlarge person/detect undead)

2nd (3/day): Aid, Bull's Strength, Resist Energy, Lesser Restoration
Spirit magic(1/day): (fog cloud/lesser restoration)

SQ: Shamans Familiar (Greensting Scorpion grants Alertness and +4 Init)

========================================================================
Equipment
Mwk Longspear 305gp
Mithral Breastplate 1250gp
Handy Haversack 1500
Clerics kit: a backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin 32 lb

Liberty's Edge

Still waiting for the start...


First post is up in the gameplay thread.


EldonG wrote:
Still waiting for the start...

Yikes. You were out of the picture for that last round of preparation. I have an encounter for a 4 man party and it should already be pretty easy.

Does somebody want to give away one of his charcters to make room for Eldons Slayer? Or should I ramp things up a notch and we play with a 5 man party? Or even 6?


i vote for 5 man

also is there a map somewhere?


Yes click the link at the Bottom of the Post ,just added it.Eldon just jump in in the gameplay thread.


Male Human Brawler 4 AC 24/FF 19/T 17. Init +2 Saves F+11/R+12/W+9 HP 84|84 Perception +14

Could you link that thread? Some of us have never played by post and can't find it.

Link for those trying to find it: http://paizo.com/campaigns/SleetStormsACGPlaytest/gameplay#3


Just scroll up to the to of this thread were it says campaign info,gameplay,discussion etc..., Then click gameplay.


Male Human Brawler 4 AC 24/FF 19/T 17. Init +2 Saves F+11/R+12/W+9 HP 84|84 Perception +14

Now it makes sense. About initiative... there's dice-rolling programs, but is there a specific one you or this board use?


Yes use this [xdicex] d20+6[/xdicex] just take the x's out.


We waiting for Eldon now?


Male Human Brawler 4 AC 24/FF 19/T 17. Init +2 Saves F+11/R+12/W+9 HP 84|84 Perception +14

I don't know, but we have two fighters (Van Olaf and Jake), a rogue (Jake, sort of), healer (Shiro) and "wizard" (Rotton the Wizzard). At least for testing purposes we're ready.


Yes I just sent him a PM lets give him a few minutes.


I don't really follow the party roles philosophy but its nice when we have a good setup.

And shiro is kind of techniquely a fighter too.


No response from Eldon , so lets continue.


Male Human Brawler 4 AC 24/FF 19/T 17. Init +2 Saves F+11/R+12/W+9 HP 84|84 Perception +14

Rotton is kicking Jake's butt in dice rolling :)


I see im still rolling well as always


I hope you didn't forget about my tumble check


Oops sorry deleted my post.


sa'right buddy


Male Human Brawler 4 AC 24/FF 19/T 17. Init +2 Saves F+11/R+12/W+9 HP 84|84 Perception +14

Jake

Neutral Brawler 4

Medium natural humanoid (human)

Init +2; Senses Perception +7

Defense
AC 20, touch 14, flat-footed 16 (+5 +1 chain shirt, +2 Dex, +1 dodge, +1 class)

Hit points 30 (4d10+4)

Fort +6, Ref +7, Will +3

Offense
Speed 30 ft.

Melee brawler flurry +6/+6 (1d8+6) or
Unarmed strike +8 (1d8+6)

Ranged brawler flurry shuriken +5/+5 (1d2+4) or
Shuriken +7 (1d2+4)

Special Attacks brawler's flurry (Two-Weapon Fighting), unarmed strike 1d8

Statistics
Str 19, Dex 14, Con 12, Int 13, Wis 12, Cha 8

BAB +4; CMB +7 (+10 trip); CMD 20 (23 against trip)

Feats Combat Expertise, Dodge, Improved Trip, Weapon Focus (unarmed strike)

Skills Acrobatics +7, Climb +9, Intimidate +6, Sense Motive +8, Swim +9

Languages Common, Elven

SQ AC bonus +1, maneuver training 1 (trip), martial maneuvers 1/day

Combat Gear backpack, bedroll, flint and steel, belt pouch, 2 sunrods, 10 days of trail rations, 50 feet of rope, and a waterskin; Other Gear +1 chain shirt, +1 amulet of mighty fists, +1 cloak of resistance, 5 shuriken, potion of cure light wounds x2

Forgot my Improved Trip modifiers :)


Van Olaf I assume you started your Bloodrage,so I'm going to start counting rounds now, you can keep track of it yourself too.

What spell did you activate?Hopefully not resist Energy (Acid). Hah:)


I didn't start bloodrage

and i only attacked


Male Human Brawler 4 AC 24/FF 19/T 17. Init +2 Saves F+11/R+12/W+9 HP 84|84 Perception +14

Since so many of us are surprised, in what order are the surprised people going? I think Rotton, Delsir and Jake, in that order,based on initiative rolls.


AnCapBrony wrote:

I didn't start bloodrage

and i only attacked

Ah I see I wondered why your attack modifier is 9 but you have a +1 sword. Still to high, 16 strenght+ 4BAB +1 =8 Damage would be +15.


Jake the Brawler wrote:
Since so many of us are surprised, in what order are the surprised people going? I think Rotton, Delsir and Jake, in that order,based on initiative rolls.

Normal initiative order but after everyone that is "not surprised".


Sleet Storm wrote:
AnCapBrony wrote:

I didn't start bloodrage

and i only attacked

Ah I see I wondered why your attack modifier is 9 but you have a +1 sword. Still to high, 16 strenght+ 4BAB +1 =8 Damage would be +15.

ah, fixed in the profile.

Liberty's Edge

Playtest Guide wrote:

Favored Target (Ex): At 1st level, a slayer can as a move

action study an opponent. The slayer then gains a +1
bonus on Bluff, Knowledge, Perception, Sense Motive,
and Survival checks against that opponent, and a +1
bonus on weapon attack and damage rolls against it.
These bonuses remain in effect until either the opponent
is dead or the slayer studies a new target.

...just for reference. The word is they're trying to make it easier...but hey.


Thanks


Thats it for me for today , to be continued.


Male Human Brawler 4 AC 24/FF 19/T 17. Init +2 Saves F+11/R+12/W+9 HP 84|84 Perception +14

What time are we continuing? I'm available 11 AM to 3 PM EST on weekdays, except this Wednesday.


I will be checking in from time to time and try to keep things rolling.


Male Human Brawler 4 AC 24/FF 19/T 17. Init +2 Saves F+11/R+12/W+9 HP 84|84 Perception +14

It would be nice if I could modify posts a day afterward.

Jake

Neutral Brawler 4

Medium natural humanoid (human)

Init +2; Senses Perception +7

Defense
AC 20, touch 14, flat-footed 16 (+5 +1 chain shirt, +2 Dex, +1 dodge, +1 class)

Hit points 36 (4d10+4)

Fort +6, Ref +7, Will +3

Offense
Speed 30 ft.

Melee brawler flurry +8/+8 (1d8+5) or
Unarmed strike +10 (1d8+5)

Ranged brawler flurry shuriken +4/+4 (1d2+4) or
Shuriken +6 (1d2+4)

Special Attacks brawler's flurry (Two-Weapon Fighting), unarmed strike 1d8

Statistics
Str 19, Dex 14, Con 12, Int 13, Wis 12, Cha 8

BAB +4; CMB +7 (+10 trip); CMD 20 (23 against trip)

Feats Combat Expertise, Dodge, Improved Trip, Weapon Focus (unarmed strike)

Skills Acrobatics +7, Climb +9, Intimidate +6, Sense Motive +8, Swim +9

Languages Common, Elven

SQ AC bonus +1, maneuver training 1 (trip), martial maneuvers 1/day

Combat Gear backpack, bedroll, flint and steel, belt pouch, 2 sunrods, 10 days of trail rations, 50 feet of rope, and a waterskin; Other Gear +1 chain shirt, +1 amulet of mighty fists, +1 cloak of resistance, 5 shuriken, potion of cure light wounds x2

Had missed out on two (!) points of attack bonus. Also, damage had been slightly too high.


Just noticed that your AC is too high. Chain Shirt only gives +4 so your AC would be 19.


Male Human Brawler 4 AC 24/FF 19/T 17. Init +2 Saves F+11/R+12/W+9 HP 84|84 Perception +14

Good catch. I also updated the flat-footed/touch AC values in my profile.

I'm not used to electronic sheets. (I usually use paper.) It wouldn't be a real problem though, if I could edit old posts. Two posts up was edited only 1 hour 5 minutes ago and there's no edit button anymore.

Liberty's Edge

Please bear with me...waiting for the map to load.


Male Human Brawler 4 AC 24/FF 19/T 17. Init +2 Saves F+11/R+12/W+9 HP 84|84 Perception +14

We've got a pretty sad scheduling conflict here. AnCapBrony works until 3, and I have to leave at 4. We always seem to start at 12:30 PM.

In any event, I suggest just NPC-botting missing PCs, since that will keep happening.


Well I don't know....


Im fine with npc-botting my chars. i wont let my schedule get im the way of DELICIOUS SCIENCE!!!


Ok , I'd say we give the characters to eldon then.Is that ok?


thats okay

just know that for the shaman i like to cast spells during my turn and position myself for AOOs. And dont be afraid to tumble away from monsters to get into position.


Male Human Brawler 4 AC 24/FF 19/T 17. Init +2 Saves F+11/R+12/W+9 HP 84|84 Perception +14

For the record, I'm fine with my PCs being botted too. Just have clones ready if they die :)


Ok so where is eldon now? If you are not okay with playing 3 characters we can organize this differently.


Male Human Brawler 4 AC 24/FF 19/T 17. Init +2 Saves F+11/R+12/W+9 HP 84|84 Perception +14

I'm a bit confused about the last question. Were you asking me to play three characters?

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