Patrick Curtin |
I had to germinate this to make a spot on the hub page. If you are interested Mothy, I'll toss you up for firsties on the prospective list. In fact, Since you are a proven quatity in my games, I'll put you in. Check out the discussion page, and if you feel like it, post on the treehouse of EE too :)
Mothman |
I haven't read the discussion thread in detail, but the premise looks interesting, and I like your players :-)
I don't want to muscle in if you're not actually looking for an extra yet - happy to sit on the prospective list if you're good with the number you have. On the other hand, as you dont seem to be far in and it may not be too disruptive to slot in another character, I could probably put something together!
Mothman |
Ok cool. I'm thinking of either an antipaladin or a fighter type (strong, tank style). I like the idea of an antipaladin for an evil game, but am concerned that such a character might be too chaotic evil to play nicely with others (even under duress and threat of death). I'm sure I could figure out something. My other concern is that if we are going up against mainly evil (or even neutral) enemies then many of the antipaladin abilities will be kind of wasted. What do you think?
Drogeney |
Working on a submission and going to get the rolls done.
stat 1: 2d6 + 6 ⇒ (4, 3) + 6 = 13
stat 2: 2d6 + 6 ⇒ (3, 5) + 6 = 14
stat 3: 2d6 + 6 ⇒ (2, 3) + 6 = 11
stat 4: 2d6 + 6 ⇒ (3, 5) + 6 = 14
stat 5: 2d6 + 6 ⇒ (4, 1) + 6 = 11
stat 6: 2d6 + 6 ⇒ (4, 5) + 6 = 15
Hmm, that's less than a 25 build so I'll just go 25 instead.
pinvendor |
2d6 + 6 ⇒ (3, 4) + 6 = 13 Assigned to Dex
2d6 + 6 ⇒ (6, 5) + 6 = 17 Assigned to Con
2d6 + 6 ⇒ (5, 1) + 6 = 12 Assigned to Str
2d6 + 6 ⇒ (1, 5) + 6 = 12 Assigned to Wil
2d6 + 6 ⇒ (2, 5) + 6 = 13 Assigned to Int
2d6 + 6 ⇒ (4, 2) + 6 = 12 Assigned to Cha
Level 2 HP: 1d8 ⇒ 4
Level 3 HP: 1d8 ⇒ 4
Level 4 HP: 1d8 ⇒ 1
Level 5 HP: 1d8 ⇒ 7
Level 6 HP: 1d8 ⇒ 5
Level 7 HP: 1d8 ⇒ 1
Level 8 HP: 1d8 ⇒ 8
Level 9 HP: 1d8 ⇒ 7
Drogeney |
Awesome, I love the Monkey. All hail the Monkey!
*mass crowd starts chanting in unison their praise for the great monkey*
I'll get things finished up hopefully today.
Oh, as the build rules are kind of scattered for this through the discussion thread can we get a summary here for easy reference.
What I picked up (I believe):
roll 2d6+6 -or- do 25 pt build
max hp at first roll there after and re-roll 1s and 2s.
avg wealth per level
What I'm not sure of:
Background skills?
Anything else I missed?
pinvendor |
The irony is that I believe my rolls turned out to be exactly a 25 pt build, lol.
It's good to know I can reroll the 1s for HP!
Level 4 HP: 1d8 ⇒ 6
Level 7 HP: 1d8 ⇒ 3
I have my dhampir Chaokineticist in HeroLab, but I also had a couple of other possible ideas floating around in my head. I'll post some build stuff later when I am home from work. Once you choose one, I will get the backstory set up for the hardened supercriminal now incarcerated.
pinvendor |
Female vetala-born dhampir (ajibachana) chaokineticist 9 (Pathfinder Player Companion: Blood of the Night 21, Pathfinder RPG Bestiary 2 89, Pathfinder RPG Occult Adventures 10, 89)
CE Medium humanoid (dhampir)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +12
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 97 (9d8+45)
Fort +10, Ref +9, Will +3 (+1 vs. emotion effects); +2 vs. disease and mind-affecting effects
Defensive Abilities fortification 5%, negative energy affinity; Resist negative energy 2, undead resistance
Weaknesses weakness to consecrate
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +9/+4 (1d4+1/19-20) or
. . devastating infusion +8 (1d8+6) or
. . devastating infusion +8 (1d8+6) or
. . unarmed strike +9/+4 (1d3+1 nonlethal) or
. . bite +4 (1d4)
Special Attacks kinetic blast, metakinesis (empower, maximize)
Spell-Like Abilities (CL 1st; concentration +2)
. . 3/day—comprehend languages
Kineticist Wild Talents Known
. . Defense—emptiness
. . Infusions—devastating infusion, extended range, extreme range, kinetic fist
. . Blasts—gravitic boost (), gravity blast (5d6+11), negative blast (5d6+4 negative energy), omnicide (10d6+10 each of bludgeoning/cold/electricity/fire/force), void blast (10d6+16)
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 18, Int 15, Wis 10, Cha 12
Base Atk +6; CMB +7; CMD 20
Feats Blood Drinker (human)[ARG], Toughness, Two-weapon Fighting, Unusual Origin (dhampir), Weapon Finesse, Weapon Focus (kineticist blast), Weapon Specialization (kineticist blast)
Traits bruising intellect, unidentifiable appeal
Skills Acrobatics +14, Diplomacy +5 (+6 to influence those attracted to you), Disguise +3, Escape Artist +9, Intimidate +14, Knowledge (arcana) +3, Knowledge (dungeoneering) +6, Knowledge (engineering) +3, Knowledge (geography) +3, Knowledge (history) +3, Knowledge (nature) +3, Knowledge (nobility) +3, Knowledge (planes) +3, Knowledge (religion) +3, Perception +12, Profession (librarian) +5, Stealth +14, Use Magic Device +15; Racial Modifiers +2 Escape Artist, +2 Use Magic Device
Languages Abyssal, Common, Draconic
SQ burn (3 points/round, max 7), devastating infusion, elemental overflow +3, emptiness, ever-present threat, expanded element (void), flurry of devastation, gather power, infusion specialization 2, internal buffer 1, resist level drain
Other Gear studded leather, dagger, backpack, bedroll, belt pouch, blotter (0.2 lb), chewing stick, comb (0.2 lb), flint and steel, grooming kit, hairbrush (0.3 lb), inkpen, knife for cutting quills into pens (0.5 lb), mess kit[UE], mirror, nail file (0.1 lb), pen nibs, pigment for making ink (0.2 lb), pot, ruler, small (0.1 lb), scissors (0.3 lb), scrivener's kit, soap, sponge, tooth powder (0.1 lb), trail rations (5), vial, 22 gp, 4 sp
--------------------
Tracked Resources
--------------------
Burn 3/round (9 nonlethal/burn, 7/day) - 0/7
Comprehend Languages (3/day) - 0/3
Dagger - 0/1
Trail rations - 0/5
Unusual Origin (Dhampir, 1/day) - 0/1
--------------------
Special Abilities
--------------------
Blood Drinker (human) +1 CON checks and saves and 5 temp hp (15 max.) after drinking blood of chosen creature type.
Burn 3/round (9 nonlethal/burn, 7/day) Burn HP to gain greater effects on your wild talents.
Darkvision (60 feet) You can see in the dark (black and white only).
Devastating Infusion 1d8+6 (One-Handed Weapon) Shoot blast at target within 30 feet, or make melee attack as kinetic blade.
Elemental Overflow (Ex) Gain a bonus to hit and damage with your blast when you use burn.
Emptiness (Su) +1 to Will saves vs. emotion effects.
Energy Resistance, Negative energy (2) You have the specified Energy Resistance against Negative Energy attacks.
Ever-Present Threat (Su) You threaten all foes within your natural reach.
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.
Extended Range Kinetic blast has range of 120ft.
Extreme Range Kinetic blast has range of 480ft.
Flurry of Devastation (Su) For 3 burn, make full attack of devasting infusions against targets within 120 feet.
Fortification 5% You have a chance to negate critical hits on attacks.
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
Gravitic Boost (Kinetic Fist Gravity Blast) (Sp) Level 4; Burn 2
Gravity Blast Level 4; Burn 0
Infusion Specialization 2 (Ex) Reduce burn cost of blasts with infusions by 2
Internal Buffer 1 (Su) Store burn for use later
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Kinetic Fist (3d6 blast damage) Your natural and unarmed attacks do extra damage.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Metakinesis (Su) By accepting burn you affect your kinetic blast as if using a metamagic ability.
Negative Blast Level 4; Burn 0
Negative Energy Affinity (Ex) You are alive, but react to positive/negative energy as though you were undead.
Resist Level Drain (Ex) Negative levels don't impose penalties or become permanent, but still kill if exceed HD.
Undead Resistance +2 bonus to saves vs. disease and mind affecting effects.
Unusual Origin (Dhampir, 1/day) Deal additional 1d4 bleed damage to target struck by natural bite attack.
Void Blast Level 4; Burn 2
Weakness to Consecrate -1 CL when affected by consecrate, hallow, or a similar effects.
I know the equipment and wealth as wrong. I forgot max gold was for level 9 and only did level 1! I will work more on that tomorrow.
pinvendor |
One question for you, Patrick. The flurry of devastation ability mentions making a full attack using the devastating infusion. Since it's still a full attack type, would you allow a natural attack to be included (not affected by the devastating infusion, of course)? I feel like it should be ok, but definitely don't want to assume since some of my build choices did revolve around it.
pinvendor |
Oh, as the build rules are kind of scattered for this through the discussion thread can we get a summary here for easy reference.
What I picked up (I believe):
roll 2d6+6 -or- do 25 pt build
max hp at first roll there after and re-roll 1s and 2s.
avg wealth per levelWhat I'm not sure of:
Background skills?
Anything else I missed?
@Drogeney: I bolded your mention of wealth. Did you find something that superseded this post stating max wealth?
I don't want to overbuy...
pinvendor |
That's fine pinvendor. It sounds reasonable to me.
If what I have planned ends up being more min/maxy then my intention, I'm happy to revisit and retrain later. :-)
Folks, I'm just dealing with a spot of depression right now. I apologize for my absence, but it's been a hard week, and I am hoping that things will improve soon. I should have some time to update either early Wednesday or Thursday morning.
I can appreciate this situation, and I will send happy thoughts your way. On the plus side, this gives Drogeney and I time to be dragged into the room and engage with the absolutely hilarity that's occurring. XD
pinvendor |
I figured out where our disconnect is. Whew!
The table is just called 'Character Wealth by Level.'
Your use of the abbreviation 'avg' confused me into thinking you meant something along the lines of average starting wealth which is why I was insisting 'max.'
So just to make sure I didn't misunderstand once again, we're agreed this means each player starts with 46k gp, right?