Superheroes of Golarion

Game Master Scaffold-Kane

The tale of how Golarion's mightiest heroes united under a common cause.


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Hail, friends! This is the discussion thread for our outrageous journey.

The beginning little bit will primarily be you guys roleplaying some while I comb through the mechanics of your characters. Just to make sure everything is making sense and we're on the same page, I don't anticipate many discrepancies. There's also the matter of everyone's special power (I think I mentioned it in character creation but I'm forgetful sometimes). I just want everyone to feel like they really fit into their niche superhero role and everything thinks it's fair. So we can iron that out this week as well.

Only other thing, and this is important for you guys meeting up in-game and roleplay; the lines and Xs on all of your maps are leading you to the locations of the maps the other characters possess. So if your character decides to hunt down an X on their map, it will lead you to one of the other characters. Feel free to decide who you find and roleplay accordingly. I don't think this will lead to any silly metagaming nonsense.

Enjoy!


Oh, it should be noted that I'm taking some liberties with the setting (I may even adjust some of the history if need-be) but just a heads up.

Also feel free to roleplay your interactions with non-essential NPCs (bartenders n such). Otherwise, welcome aboard.


Male Human (taldane)| HP: 17/19 | DR 6/- | AC: 17 (12 Tch, 16 Fl) | CMB: +9, CMD: 21 | F: +8, R: +4, W: +2 | Init: +4 | Perc: +6, SM: +6 Gestalt Mighty Godling/Eldritch (divine) Godling/1st| Speed 90ft | Str Pool: 5/7 | Active conditions: None.

Woohoo! Glad to be here. I've often dwelt on the campaign for most of the weekend. I hope as a team we are able to thwart evil from all over Golarion, taking us to far flung locales. I'm so psyched! And thanks for allowing godlings, Scaffold!


Live Lightning Hp 15/15; AC 28; Fort 6 Ref 11 Will 4; initiative 12; Perception 10; DR 4; CMB 14 CMD 28

*zips in, though apparently not first!* I need to go faster!

But really, thank you for the pick, I've been dying to play a flash-esque character for ages, so I'm super excited! Looking forward to where this all goes :D


Absolutely! You guys definitely deserve a spot. Pretty much everyone did. Haha

And I'm not about to say that you can make a Godling and then let that be a negative aspect of your application. They're interesting classes for sure.

Also, if you guys wouldn't mind, just put your character's information into the class line to make it easily accessible. Just initiative, AC, DR, Saves, Perception (and special senses), that sort of thing.


Female Undine| HP: 11/11 | AC: 19 (DR 2) | F: +2 R: +9 W: +4 | Perc: +2 | Init: +7 | Perform: 12/14

Really excited to have made it in, thanks for choosing this creepy little fish monster. I really like what I've seen of everyone's characters, really looking forward to seeing how it all pans out!


8 / 8 hp | AC: 16/16t/10f | DR: 4/- | F+2/R +6/W +6 | Per: +9, Low-light | Spells left: Wiz 0-3, 1-2 / Arc 0-4, 1-0 | Reservoirs: Arc 3/4max Arch 2/7max

Happy to be here and I look forward to our little romp. I can honestly say looking at the stats I need to stay away from any melee. :p
I added the stats to the class line as requested. If you need anything else just ask.
I also just found a racial trait I should've picked. Oh well.


Feel free to make small adjustments like that before we continue with the plot. I chose you guys mostly based on creativity, story, personality, stuff like that. The mechanics of your characters will almost certainly change before we proceed. Mostly for the better.

I'm compiling a list of things to talk about now. Otherwise, have fun finding each other in Absalom!


8 / 8 hp | AC: 16/16t/10f | DR: 4/- | F+2/R +6/W +6 | Per: +9, Low-light | Spells left: Wiz 0-3, 1-2 / Arc 0-4, 1-0 | Reservoirs: Arc 3/4max Arch 2/7max

I'll leave it as is. It's not that big a deal. :3
I did sent you a PM with what's probably a stupid question but I figured I should ask now when I thought of it.


Alright, party. After a rather eventful day, I've had some time to sit and collect my thoughts as well as take a look over everyone's crunch. Here is what I have (after this, we can continue into the fun part; the superpower).

Caleb:

I notice that you have your base movement speed at 70 ft. I believe this should be 90 with your stats as they are (50ft more for strength, 10 feet more for dexterity).

Stats are something I'll need to ask everyone about. When I calculate your point-buy, it comes out to 42 (assuming your two +2s went into Strength and Constitution). If you interpreted the +2s to be in addition to racial bonuses and you put the third +2 into a 12 to make it a 14, that still has you at 39 points. Feel free to double check me but that's what I'm getting.

I also notice that you have the +6 to AC from wearing breastplate added to your character. We're using a variant rule that changes armor from a bonus to AC to DR (but your character's constitution is so high that wearing anything short of an adamantine alloy of some kind won't benefit him much). So you should just have an AC of 10+dex+fighting+shield. You have DR 6/-, however.

I notice a tiny discrepancy in your carrying capacity (not that I'm sure it'll ever happen but ya know), your max load is correct but your light load should be anything under 33,792 and medium is anywhere from 33,793 to 67,584.

I also notice that you use Strength as your spellcasting stat. I hadn't noticed that before and, while I'm not intrinsically against the idea, I need help conceptualizing how Caleb casts spells using Strength. The more intuitive option for the charming son of Caiden Caliean would be Charisma but I wouldn't force that on you. Just want to open it for discussion.

I know that's a chunk of text but only minor things overall! Then we can begin discussing your added super power to get you into your niche. If you have any ideas, feel free to throw them my way.

Lucca:

Your sheet looks good from a mechanical perspective. I don't see any discrepancies jumping out at me aside from your movement speed. You have it as 70 feet but you should have 30 ft + 40 ft (dex) + 20 feet (strength)=90 feet. So an improvement!

Since that's the only error I can see, I am going to go ahead and discuss your super power, something that I'm thinking will be fairly straight forward considering you are a speedster through and through.

Right now I'm thinking:
-I'd give you your ki pool at level 1 and you can spend points from it to grant yourself one additional attack during a flurry (just like an unchained monk normally can at level 3).
-You can have the ki power Ki Hurricane at level 1 for free.
-You are under the constant effects of Sudden Speed as long as you have at least one ki point in your ki pool (which just translates to a +30 foot base speed with at least 1 ki point).
-You may also have Run and Acrobatic Steps as bonus feats.

Thoughts?

Siren:

I notice you have your land and swim speed at 30 feet. These should be 65 feet (bonuses come from having higher than 10 strength and dexterity).

The only other discrepancies I'm seeing are with your Eidolon. Your attack bonuses for it can go off of dexterity instead of strength (since using dexterity to attack is just an option now under the new feat tax rules) and its movement speeds should be 60 ft each (due to strength and dexterity). It should also have DR 5/- (3 for constitution, 2 for natural armor). It also doesn't have a CMB or CMD listed but that's not a big deal at all.

Otherwise, everything is looking great. You character is primarily water themed. One idea I had for your character was to allow you to cast Create Water as a swift action and create 50 times more than the spell normally allows (we'll call this 10 cubic feet for the purposes of this ability) and your Watersong ability allows you to control 10 cubic feet of water per level rather than 5 cubic feet every 5 levels. Lastly, you can begin Watersong and any one other bardic performance at the same time as a Standard action. Doing so uses 2 rounds of bardic performance and maintaining both is a move action rather than a free action that also uses 2 rounds of performance per level.

Does this work for what you had envisioned?

Kiwyn:

I notice that you have an initiative modifier of +8 but only a 16 dex. Am I missing something or is this a typo?

Otherwise, your crunch looks solid. So now we can discuss your superpower. I am having some issue nailing down a specific super niche you're going for besides a general super-magician. I see that you've gone with a healing focus as a white mage. Is that what you envision? Do you have an suggestions?

Colt:

I hope you're still out there, Colt! The only thing I'm noticing is that I think you're considering your ability score modifiers normally (+3 for a 16 instead of +6). I'm fairly sure once you have those calculated normally, all the other issues iron themselves out.

As far as your superpower, I really want to give your arm something special and unique. Did you have any ideas in mind or maybe something you imagined being able to do but couldn't really work out within the rules?

@All

I also notice that there was some confusion around how to calculate ability scores as far as racial modifiers.

My original intention was to remove all racial modifiers (bonuses and penalties) and allow you to choose any two ability scores to receive a +2. However, if the party would prefer it, I would also be fine with characters taking their racial -2 and receiving one additional +2 of their choice. What are everyone's thoughts on this?


Live Lightning Hp 15/15; AC 28; Fort 6 Ref 11 Will 4; initiative 12; Perception 10; DR 4; CMB 14 CMD 28

Lucca's Speed

Spoiler:
It's funny, I caught the movement speed thing, but forgot to fix it on the profile lol. 90ft it is. Till it gets boosted to 120 :D

As for the rest of that stuff: Holy cow! That's a lot to make me faster than fast lol. Just a few questions, just to clarify, make sure I got it all.

-Ki pool at level 1 sounds cool. it says 1/2 level + wis, but that anticipates me being at level 4. Still half or half min 1? Cool either way, but most level 1 abilites have that, figured i'd ask. The difference between 4 or 5 at level 1. Also, I get my first Ki Power other than the free ones at level 4, right?

-Ki Hurricane is a dream come true, didn't know that existed! Can Ki Strike be applied during that run of punches?

-Sudden Speed: Sounds good to me! No questions on that one lol

-Acrobatic steps-gives 15ft through rough terrain, though assumes you have nimble moves, so that would be 20. Do I have the 15, or the 20?

The only other thing I wanted to inquire about is Haste and the monk speed increase. They're both enhancement bonuses, and thus don't stack. Can they for Lucca? Celerity, a kineticist ability I can grab around 6 or 7, gives me haste, and I was hoping to benefit from it ^^; was thinking maybe the monk bonus is inherent instead of enhancement?

Otherwise holy cow is he fast! Love the crazy speed boosts there, thanks for all that craziness :D

As for the racial mods, good either way, whatever works best for those affected by it.


Male Human (taldane)| HP: 17/19 | DR 6/- | AC: 17 (12 Tch, 16 Fl) | CMB: +9, CMD: 21 | F: +8, R: +4, W: +2 | Init: +4 | Perc: +6, SM: +6 Gestalt Mighty Godling/Eldritch (divine) Godling/1st| Speed 90ft | Str Pool: 5/7 | Active conditions: None.

Caleb points:
I've changed Caleb's speed to 90 Thanks, but with the adjustment below does that then change to 80? Did you factor in that with the Travel Domain, Caleb receives a +10 to his speed?

I changed Caleb's Strength from 20 to 18, since I put the original human +2 to any one ability into Str, on top of the +2 to any two ability scores homerule. I was confused, sorry.

I adjusted Caleb's carry capacity to your calculations. Wow! I was thinking of adding strong leather straps to Caleb's MW backpack so others could just ride Caleb while he walks!

Mechanically, I choose Caleb's spellcasting attribute as Str because it was his largest stat. But you could say since Caleb's Str is an outward manifestation of his half-divine might, that his divine connection to spells could also be channeled through his physical body since his spells are different than any other divine spellcaster.
Yeah, being Charming is a Cha-based ability, but once Caleb achieves Force of Brawn at 3rd level, he will change the Diplomacy stat from Cha to Str, again another physical manifestation of his half-divine power.

And it looks like you wish to give Caleb another superpower based on his Divine Power trait. Neat!


8 / 8 hp | AC: 16/16t/10f | DR: 4/- | F+2/R +6/W +6 | Per: +9, Low-light | Spells left: Wiz 0-3, 1-2 / Arc 0-4, 1-0 | Reservoirs: Arc 3/4max Arch 2/7max

Ah, sorry. Though I had fixed all the modifiers when I fixed my stats.
And I'm good either way with the stats. If you make it optional then I guess everyone can decide on their own personal tastes. Personal I'll probably keep the -2/str I have and just add +2 to my dex or int.

Edit: Fixed the initiative, also caught 2 other errors. fixed my ranged attack that was still +8 and forgot to add the +1/trait bonus to my Perception skill[/b]


Lucca:

Glad you're happy with the powers! Lucca can have 1/2 level (min 1) + Wis mod ki points, that's fine by me.

When I said Acrobatuc Steps, I totally meant Nimble Moves. I always get those two mixed up. Not sure why. No worries though, I want everyone's powers to grow with them so you may grab Acrobatic Steps as a bonus feat at some significant time in the future ;)

Ki Strike can be applied during Ki Hurricane. I don't think there's any reason you couldn't anyway? Haha

I am fine with making the exception specifically for Lucca. For him, the Monk speed increase is inherent. If he loses monk levels (for whatever reason), he still loses his speed increase.

I just wanted a way to give you a leg up on speed compared to the other chatacters since that's your super-archetype and someone else like Caleb is as fast as you (movement-speed-wise) due to just being extremely strong.

Caleb:

I did not include your +10 movement speed so even taking the hit to Strength, you should have 90 ft base movement speed.

Again, not that it'll likely matter much, with 18 strength your have a light load of 8,448 or less, medium load of 8,449 to 16,896, and a heavy load of 16,897 to 25,600.

Alright, I think I'm fine with you using Strength to cast. At least, we'll go ahead and give it a go to see how it is.

I'm getting a better idea of what you're going for too I think. Here's a talking point for your superpower; Caleb can use his Strength in place of his Charisma for the purposes of Diplomacy, Intimidate, and Use Magic Device. Additionally, a number of times per day equal to his Constitution modifier, he can add his Strength modifier to his AC, Damage Reduction, CMD, or any saving throw as an immediate action when hit by an attack, combat maneuver, or affected by a spell. Thoughts?

Kiwyn:

Looks good! Thanks for taking another look. Any ideas about what direction to take with your superpower? What you envision for the character that makes them special and above others?

@All

Yeah. I think I'll leave that to preference. You can either get two +2s of your choice or three +2s but you take a -2 to the ability your race takes a penalty to.

The original idea was that actual racial bonuses would be negligible compared to super-stats. In this game, 12 constitution means something a bit different than in a normal game and I wouldn't expect the average dwarf to be that tough or the average elf to be that frail. Plus being able to put your bonus in Fighting or Wealth could be an option this way.


Male Human (taldane)| HP: 17/19 | DR 6/- | AC: 17 (12 Tch, 16 Fl) | CMB: +9, CMD: 21 | F: +8, R: +4, W: +2 | Init: +4 | Perc: +6, SM: +6 Gestalt Mighty Godling/Eldritch (divine) Godling/1st| Speed 90ft | Str Pool: 5/7 | Active conditions: None.

Caleb points:
Fixed movement. Thanks. But I'm sure Lucca might get jealous.
Fixed carry capacity. Thanks for clarification.
As for my superpower idea, I like the Str boost to AC, DR, CMD, and saving throws. As for the rest, those abilities will come to Caleb when he takes Force of Brawn at 3rd level, yet he doesn't have Use Magic Device as a class skill.
Also, Caleb is not married to his choice of weapons. If something more powerful comes down the line, he'll take it.


8 / 8 hp | AC: 16/16t/10f | DR: 4/- | F+2/R +6/W +6 | Per: +9, Low-light | Spells left: Wiz 0-3, 1-2 / Arc 0-4, 1-0 | Reservoirs: Arc 3/4max Arch 2/7max

Spoiler:
I see her heading towards a archmage type. Using her expanded spell casting to hopefully compensate for her limited fighting skills. I choose the White Mage archetype of the Arcanist instead of going for sorcerer combo, because I liked the idea of being able to do a some healing if needed, and I thought it fit her personality. She isn't looking for fame, she just wants to help those she can and hopes her magic can help her do that.
I thought the additional tails would be an interesting way of visually showing her magical growth. As well as giving her a few extra magical abilities.

I hope that makes sense. :)

Also I didn't think of it before, but I probably could have lowered her wealth to boost something else. Considering her coming from a forest village, I think it would have been reasonable to assume that she's maybe a little poorer then normal people.


Caleb:

Lucca is getting a bit of a speed boost, no worries. Haha

Ah, I was hoping alleviating the need to take that would be helpful. How about this;

Instead of Strength simply replacing Charisma for those skills, we'll just give you a Strength pool similar to a monk's ki pool. It contains a number of points equal to 1/2 your level (min 1) plus your constitution modifier. Beginning at level 1, you have the following abilities:

-You may spend 1 point as an immediate action when hit by an attack or forced to make a saving throw. Doing so allows you to add your Strength modifier to your DR/- against that attack or the saving throw result. The DR gained stacks with DR gained from all other sources. If you use it to succeed at a save where a success halves the damage, you take none instead.
-You may spend 1 point to gain a bonus on all strength based skill checks or ability rolls as well as CMD and CMB equal to your character level for one minute.
-As long as you have at least 1 point in your pool, you are treated as having the Groundbreaker rage power and may make use of it as often as you'd like even when not raging. You ignore the difficult terrain created using this ability. The DC to save against this ability is 10+1/2 your level+your strength modifier. For every 5 points of damage above the hardness of the ground you deal, you can choose to affect 5 feet further out than normal.

A little off the cuff but roughly in line with what I gave Lucca I think. Sound like a better pitch?


Male Human (taldane)| HP: 17/19 | DR 6/- | AC: 17 (12 Tch, 16 Fl) | CMB: +9, CMD: 21 | F: +8, R: +4, W: +2 | Init: +4 | Perc: +6, SM: +6 Gestalt Mighty Godling/Eldritch (divine) Godling/1st| Speed 90ft | Str Pool: 5/7 | Active conditions: None.

Caleb:
That looks good. I don't foresee using the Groundbreaker Rage, but it might an Ace up the sleeve.


Male Human Gunslinger (Bolt Ace) 1 | HP 13/13 | AC 16 T 13 FF 13 | F +4 R +5 W +2 | CMB +2 CMD 16 | Init +3 Perc +6

Hey! I didn't realize I got picked! That's awesome! Gimme a sec to catch up and I'll be ready to rock!

Spoiler:
I think I've got most of the changes corrected. I took the double bonuses into account for the combat, but forgot the spell casting and skills!

As for anything extra... I dunno. I know it's meant to be superpowers, but there's a part of me that feels like having a grapple launcher arm that can cast spells AND has it's own AI feels pretty OP already! X) I've tried to model his spells known as "special ammunition" (like flares or energy blasts and similar things), so... I dunno!

As I think on the Iron Man armor (which is part of what I'm basing it off of), my best guess would be upping the damage slightly on his Arcane Bolt attack, perhaps have it scale with his level, but that feels both a little cheap and unoriginal. I prefer something more... creative... that being said, I'm coming up a bit short!

My best thought would be something along the lines of the Possessed Hand feat tree. I intend to grab the Hand's Sight, Hand's Autonomy, Hand's Knowledge, and Hand's Detachment to replicate his arm's AI growing more robust as he develops it, perhaps including a little drone for Detachment or using a HUD linking to his head to replicate the Sight feat. If I was going to add to it, it would probably be something along those lines. Perhaps a way to remotely communicate with the others would be a good choice. Like an earbud relay system? Maybe?


Male Human (taldane)| HP: 17/19 | DR 6/- | AC: 17 (12 Tch, 16 Fl) | CMB: +9, CMD: 21 | F: +8, R: +4, W: +2 | Init: +4 | Perc: +6, SM: +6 Gestalt Mighty Godling/Eldritch (divine) Godling/1st| Speed 90ft | Str Pool: 5/7 | Active conditions: None.

I like the Possessed Hand feat tree. Cool and creepy additions to any character!


Male Human Gunslinger (Bolt Ace) 1 | HP 13/13 | AC 16 T 13 FF 13 | F +4 R +5 W +2 | CMB +2 CMD 16 | Init +3 Perc +6

I have to agree. In this instance, I figured they would make good indicators that his arm's AI was improving and progressing as he got stronger.

Also forgot to pick a mythic path. Proooooobably going with Archmage, especially for that Archmage's Sanctum ability. My own personal, interdimensional Stark Tower! Complete with drones unseen servants, a test lab, and a penthouse!

Now all I need is a Proton Cannon!


Male Human (taldane)| HP: 17/19 | DR 6/- | AC: 17 (12 Tch, 16 Fl) | CMB: +9, CMD: 21 | F: +8, R: +4, W: +2 | Init: +4 | Perc: +6, SM: +6 Gestalt Mighty Godling/Eldritch (divine) Godling/1st| Speed 90ft | Str Pool: 5/7 | Active conditions: None.

Sounds awesome!


8 / 8 hp | AC: 16/16t/10f | DR: 4/- | F+2/R +6/W +6 | Per: +9, Low-light | Spells left: Wiz 0-3, 1-2 / Arc 0-4, 1-0 | Reservoirs: Arc 3/4max Arch 2/7max

I kept the -2 to Str and added +2 to Int.
I adjusted the skills accordingly.


Female Undine| HP: 11/11 | AC: 19 (DR 2) | F: +2 R: +9 W: +4 | Perc: +2 | Init: +7 | Perform: 12/14

Right, there we go! Thanks, I was sure I was missing something, I'll fix that up ASAP.

That power sounds great to me, that makes it way easier to do what I want to with Watersinger without needing to sacrifice bard support abilities.


Live Lightning Hp 15/15; AC 28; Fort 6 Ref 11 Will 4; initiative 12; Perception 10; DR 4; CMB 14 CMD 28

Oh, and in probably going to dual-path into champion, having read the speed stuff in there lol


Colt:

Alright, here's what I've come up with. Let me know if it's what you had in mind.

You gain the following abilities of the Machinesmith:

-Crafter
-Repair
-Greatwork

Whatever greatwork you choose will be represented by your arm. If you choose mechanus, it must be a serpent base form, have 10 intelligence, and be small size category but its statistics will otherwise remain the same. When you do take Hand Detachment, your arm can be both your great work and your familiar. You may also select one Mechinesmith Trick from the Augmentations category to apply to your arm. Count your character level as Machinesmith levels for any mechanical prerequisites.

Kiwyn:

I'm still thinking on yours. I'm sensing a common theme with a few of the others so I'm thinking as a base-line, perhaps we can offer you the same.

You have an Archmage's pool equal to 1/2 your character level plus your charisma modifier. With it, you can do the following:

-You may use your Archmage pool to cast a spell without expending a spellslot. It must be a spell that you have prepared for the day (even if you've already cast that spell) or one of your spells known. Doing so costs a number of points equal to the spell level plus 1.
-You may spend 1 point anytime you cast a spell to either reduce any metamagic costs by 2 or gain a +5 to caster level checks to overcome Spell Resistance.
-As long as you have at least 1 point in your Archmage pool, you gain the benefits of Mage Armor (DR 4/-) and Fly.

Just an idea. How do you feel about that?


8 / 8 hp | AC: 16/16t/10f | DR: 4/- | F+2/R +6/W +6 | Per: +9, Low-light | Spells left: Wiz 0-3, 1-2 / Arc 0-4, 1-0 | Reservoirs: Arc 3/4max Arch 2/7max

Spoiler:
Wow! That's pretty sweet.
The Mage Armor will help protect her.
I'll be honest I never really use metamagic feats, but the increase to caster level to overcome SR could be a big help. :3
Spells known, would that include healing spells she has access to?
And are these abilities she already knows she has, or is this something she'll discover she has a bit later?
And for the sake of variety, I would be willing to sacrifice Fly for something else. Maybe the as long as she has 1 point in her pool she can shapeshift between her forms as a move or free action instead of the normal standard action.
Just a thought. I can get that later if I'm willing to spend a feat or two, but that may cut into her tails. ><
If not, then some to boost her healing abilities maybe.
I'm just rambling now. I'll leave it up to you. Thanks.


Kiwyn:

Well how about instead of the metamagic feat thing, you can add your Intelligence modifier to the amount healed when you cast a spell or use an ability that heals hitpoint damage by expending 1 point (not including fast healing)? And the first ability would include any healing spells she has access to.

Sure, I'd be fine with you being able to transform as a swift action as long as you have 1 point in your Archmage pool instead of Fly.

I'll leave it up to you if you'd like to discover these powers now or later but I had intended on them being something you already have and can use.

Hope that works a bit better for you!


Live Lightning Hp 15/15; AC 28; Fort 6 Ref 11 Will 4; initiative 12; Perception 10; DR 4; CMB 14 CMD 28

Spoiler:
so as I was watching https://m.youtube.com/watch?v=t5v2qBBD-gE to psych myself up, I noticed him tripping and getting back up almost immediately with no reduction in speed. Any chance of getting ki stand too? Maybe at like level 2 so there's one at every even level or even three, in place of ki strike?


Lucca:

These abilities will definitely grow with you but I had anticipated your ki pool ability continuing to increase as a monk of your level plus 2 (so you'd get your next ki ability choice at level 2).

If you'd like, though, I'd be perfectly fine with you swapping Run or Nimble Moves for Ki Stand though.


Live Lightning Hp 15/15; AC 28; Fort 6 Ref 11 Will 4; initiative 12; Perception 10; DR 4; CMB 14 CMD 28

Spoiler:
Well that progression makes sense lol. I'll take it as normal advancement then. Sweet! Thought about asking any the trade, but was hoping to avoid giving one up if I could lol. glad we were of same mindset for ki power progression :]


Male Human Gunslinger (Bolt Ace) 1 | HP 13/13 | AC 16 T 13 FF 13 | F +4 R +5 W +2 | CMB +2 CMD 16 | Init +3 Perc +6

Spoiler:
I can get down with this. I might stumble with it a bit, but I think I can work with this! I'm thinking the Analyzer with the Arcane augmentation might be the cleanest... though I will need a closer look at the Mechanus option. I can see that one getting weird and interesting!


@Lucca (and All)

A lot of these powers have been off-the-cuff as it were so I'll need to sit down and do some mulling over the balance of what I've given everyone. If anyone has concerns they'd rather not voice in-thread, please feel free to PM me. After I finish the final touches on that, we can proceed with the plot! Exciting stuff. Haha


8 / 8 hp | AC: 16/16t/10f | DR: 4/- | F+2/R +6/W +6 | Per: +9, Low-light | Spells left: Wiz 0-3, 1-2 / Arc 0-4, 1-0 | Reservoirs: Arc 3/4max Arch 2/7max

Spoiler:
Sounds good to me. :3
I'll make notes on my sheet.

Edit:
Would it be okay if I reduced her Wealth and increased her Con?


Male Human (taldane)| HP: 17/19 | DR 6/- | AC: 17 (12 Tch, 16 Fl) | CMB: +9, CMD: 21 | F: +8, R: +4, W: +2 | Init: +4 | Perc: +6, SM: +6 Gestalt Mighty Godling/Eldritch (divine) Godling/1st| Speed 90ft | Str Pool: 5/7 | Active conditions: None.

Caleb:
I've added Str pool Points to Caleb's headline and your explanation of powers on Caleb's character page.


@Kiwyn

Have at it. In the next few hours, I'm getting the ball rolling though and I'll go ahead and draw the line there for small edits without retraining or anything.

Edit: Also, if you'd like to trade out Mage Armor as a spell known/prepared in light of your Archmage pool, feel free to do so.

@All

My apologies for the delay. I had intended to get this ball rolling last night but a rather fierce migraine had a word or two to say about it. Haha


Oh, also. Colt and Lucca. Would you mind to put your basic statistics into your Class/Levels line just so I have quick access? Mainly I need AC, HP, Saves, Perception, Initiative, and DR. Anything else is helpful as well.


Male Human Gunslinger (Bolt Ace) 1 | HP 13/13 | AC 16 T 13 FF 13 | F +4 R +5 W +2 | CMB +2 CMD 16 | Init +3 Perc +6

Should be all set now! Woo!


Live Lightning Hp 15/15; AC 28; Fort 6 Ref 11 Will 4; initiative 12; Perception 10; DR 4; CMB 14 CMD 28

Basics added! Will add more as the need arises


8 / 8 hp | AC: 16/16t/10f | DR: 4/- | F+2/R +6/W +6 | Per: +9, Low-light | Spells left: Wiz 0-3, 1-2 / Arc 0-4, 1-0 | Reservoirs: Arc 3/4max Arch 2/7max

Spoiler:
I made the adjustment to Wealth and Con.
And I'll keep Mage Armor on my list since I can still cast it on others if needed.


Alright, you guys ready to get this party started?


Male Human Gunslinger (Bolt Ace) 1 | HP 13/13 | AC 16 T 13 FF 13 | F +4 R +5 W +2 | CMB +2 CMD 16 | Init +3 Perc +6

Well... that escalated quickly!

Don't you hate it when you're going about your day, enjoying a party, minding your own business. And suddenly a hydra just slumps over a nearby roof and ruins things?


Oh yeah, happens to me at least once a week. Really throws me off of my daily routine. Haha


Male Human (taldane)| HP: 17/19 | DR 6/- | AC: 17 (12 Tch, 16 Fl) | CMB: +9, CMD: 21 | F: +8, R: +4, W: +2 | Init: +4 | Perc: +6, SM: +6 Gestalt Mighty Godling/Eldritch (divine) Godling/1st| Speed 90ft | Str Pool: 5/7 | Active conditions: None.

How should we reconcile the time difference between us all almost meeting at noon to the events in the evening?


It was mid-day, not necessarily noon. I'm thinking 3 or 4 PM. I'm imagining a 2-3 hours have passed as far as everyone walking to the center of the city, chatting, and hunting down Xs. It's a huge city after all.

And I only mean the sky is barely turning red. Not sure I'd call it evening just yet. Late afternoon perhaps.


Lucca told make it basically to the creature with a double move if he wants. Also remember that he can ignore some of that difficult terrain.

Edit: I lied. It's a surprise round. Ha Silly me.


Male Human (taldane)| HP: 17/19 | DR 6/- | AC: 17 (12 Tch, 16 Fl) | CMB: +9, CMD: 21 | F: +8, R: +4, W: +2 | Init: +4 | Perc: +6, SM: +6 Gestalt Mighty Godling/Eldritch (divine) Godling/1st| Speed 90ft | Str Pool: 5/7 | Active conditions: None.
Scaffold-Kane wrote:

It was mid-day, not necessarily noon. I'm thinking 3 or 4 PM. I'm imagining a 2-3 hours have passed as far as everyone walking to the center of the city, chatting, and hunting down Xs. It's a huge city after all.

And I only mean the sky is barely turning red. Not sure I'd call it evening just yet. Late afternoon perhaps.

That's fair.


Live Lightning Hp 15/15; AC 28; Fort 6 Ref 11 Will 4; initiative 12; Perception 10; DR 4; CMB 14 CMD 28

When using acrobatics, does it cut my entire movement speed in half, or only affect the spaces in moving through?


If you mean to move through threatened squares, it's only the squares you move through. Unless someone knows better than me but that's what I would say anyway.


Siren:
I just realized that, in your power, I said 10 cubic feet instead of two 5 ft cubes (which is 250 cubic feet), but you seem to have understood that's what I meant. That's also more like 900 times more than Create Water. Haha

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