chaiboy |
This is Joshua Hirtz and here would be my submission as a character. I'm still working out his spells and skills, but for the most part he is done.
Please feel free to look him over and let me know of any issues you see, just keep in mind the skills and spells are being worked on.
great. thanks i'll add him to the list
Azaelas Fayth |
SKILLS Make sure all are filled out
MUNDANE ITEMS anything not listed on your sheet is assumed not to be there. so if you want ropes or flint and steel or any of dozen of other things don't leave them off.
I have all the skills I can use as most others require a rank to use at all.
Do I have to list out everything in the Fighter's Kit?
Darkwolf117 |
...but a synth summer even at 4th level would probably eat everyone...
Aw, Synths aren't that broken... Well, I admit, I haven't played Synthesists, but I'm a big fan of Summoners in general. It makes me sad to see them get called overpowered/broken so often.
Anywho, I suppose with the bit of money I've got left I may as well pick up some of the more mundane stuff, just in case it might come in handy.
Also, any ruling on whether we have a chance to buff/position ourselves before combat, or is it just going to be start and have at it?
Please Don't Kill Me |
Tomorrow I will post a new build if that is fine with you Chaiboy. I have everything done its just a matter of writing it up on my alias. I wanted to make an Alchemist for more diversity in the game. I mean, we have a lot of beat sticks and not many other types of characters. So, I would like to enter a typically squishy character and see if he can't make it through this god forsaken arena.
chaiboy |
Okay, here is the current list with links!
1. Dan AKA Karmachine I don't see a character
2. Joshua Hirtz Hanzou Aasimar Bard
3. Sir Oktain Half-Orc Knight (Dutys_Fist)
4. Goblin Gus Goblin Rifleman (Nu'Raahl)
5. Marcus Ironskin a Summoner (Ashe)
6. Gorik Uruai a Half Orc Oracle (Darkwolf117)
7. Viemos Kendahan a Human Monk (mathpro18)
8. Brice Venton an Aasimar Barbarian (Please Don't Kill Me)
9. Urdavan Stonefist Stone Monk (Bobson)
10. Azaelas Fayth Ezra Fighter ( JTM93)
11. High Elf (CP)*
12. Varrel Thrunebane Elf Magus (STR Ranger)
13. Nicos Human Armor Master (Nicos)
*Not sure where your character build is so I just linked it to the Alias.
chaiboy |
** spoiler omitted **
Anywho, I suppose with the bit of money I've got left I may as well pick up some of the more mundane stuff, just in case it might come in handy.
Also, any ruling on whether we have a chance to buff/position ourselves before combat, or is it just going to be start and have at it?
Yes please be ready for anything. mundane could really help. Hell even the gold in your pouch could save your life.
You'll have time to maneuver and work your way toward each other.
chaiboy |
chaiboy wrote:SKILLS Make sure all are filled out
MUNDANE ITEMS anything not listed on your sheet is assumed not to be there. so if you want ropes or flint and steel or any of dozen of other things don't leave them off.
I have all the skills I can use as most others require a rank to use at all.
Do I have to list out everything in the Fighter's Kit?
yes list everything you have. so a kit will have to be broken down into the actual items it comes with.
We don't want to have to look things up.
Nu'Raahl |
Goblin Gus wrote:That's a great review. Will you look over my build as well?I'm not as familier with gunslingers as I am with summoners, but I can still plug it into Hero Lab and see if it works.
It mostly looks good to me. I don't know anything about the Exile trait, though, and I can't find it online.
Also, the "With Deadly aim, rapid shot, and haste" line isn't mentioning that it's also including point-blank shot. I didn't add up the mundane/alchemical items, but I assume that the cost on that is less than the 8700 you have left after the magic items.
I also don't know where the +4 mage armor AC is coming from, since I don't see a potion of it on your list.
The attack lines should not be including PBS.
The potions of MA are just before the gunslingers kit. Since I need to list out the kit, I'll reorganize everything later.For the full attack listed in other post, musket masters treat 2h firearms as 1h firearms for reloading., + rapid reload, + alchemical cartridges.
Garris aka "Dragon" |
I can't believe I missed the see invis had to be put on yourself. I realy appriciate the feedback, I'm usually the one that audits and catches things for our group. My DM's don't allow the summoner and I wanted to see how bad or good they could be so I'm trying to break it in a way. Well let me restate, we allow summoner but not Synth. Its tood good of a one level dip. One level can get you a full attack and pounce so.
Hanzou |
ok guys revised. Think I got everything. Oh and the shield that is included in my AC is from the shield ability of being fused not the spell. If I cast shield AC will just go up 2
I have a few things:
-How are you getting +12 Str to your CMD? And how are you calculating your CMB?
-Your initiative modifier appears off. I think it should be around +5 with your Eidolon out.
-And could you breakdown your damage for your claws and bite? I know for sure the bite is off unless if it is taking a penalty to damage somewhere. (+9 Str, +4 Dragon Ferocity, +1 Amulet of Mighty Fists +1)
Darkwolf117 |
I am loving all of these builds. Even though I probably will not win, I'm looking forward to seeing how this build, and the others, work.
Seriously. A lot of these look quite awesome. I'm pretty psyched to see how it all plays out :P
So I'm out now because you started a new thread with an identical name and I've been posting in the wrong one for the last 170 posts?
Your loss.
Not liking some of the newer rulings anyways.
If you've already got a character ready, I doubt it would be terribly difficult to get added back to the list...
Ravingdork |
Ravingdork wrote:Not liking some of the newer rulings anyways.May I ask what rulings you don't like?
The "you need spells to craft" house rule. Better than the "no crafting at all" house rule, but it still kind of screws over spontaneous casters unnecessarily.
The "no save or die spells" rule might have been problematic as well, as I intended to enter with my sorcerer and dominate everyone, then using their abilities and items to overcome later challenges that my sorcerer alone could not overcome. (Not really sure if that is considered Save or Die to Chaiboy.)
It's just as well, now everyone else at least has a chance. It's a shame too though. If I had stayed on and won, there would have been fewer character deaths.
Really though, Chaiboy keeps going back and forth on various things, and I'd rather play a game with a GM who is certain in how he wants to run his game.
Sir Oktain |
One more quick question: Can my mount wear a belt?
Yet another: What happens if a readied move action in response to a charge breaks a charge? Because eventually, it will happen.
And regarding the rulings, I actually like them. I think that the "need spells to craft" was a great idea! Much better than the no crafting, while not making melee characters suffer. Overall, I think that the challenge is quite fair, and I don't think that the synth is that powerful as he seems.
Marcus Ironskin |
-How are you getting +12 Str to your CMD? And how are you calculating your CMB?-Your initiative modifier appears off. I think it should be around +5 with your Eidolon out.
-And could you breakdown your damage for your claws and bite? I know for sure the bite is off unless if it is taking a penalty to damage somewhere. (+9 Str, +4 Dragon Ferocity, +1 Amulet of Mighty Fists +1)
Because Str is a 34 not a 28 so +12 Str. Dragon Ferocity doesn't apply to bite, as feral combat training only lets me use feats with unarmed strike as a pre req on nat weapons that I have weapon focus on so bite is at base +12str +1 amulet, claws are first one doest double str, the other 3 do str 1/2, so +25,+19,+19,+19
forgot to add CMB break down
+8bab+12str+1size-1size,+1amulate so +21, claws add weapon focus for +22, I guess the amulate should be on the claws side as not all manuvers would be unarmed like say throwing sand in the eye to blind dirty trick or something so I will make it +20/+22claws.
Joshua Hirtz |
Hanzou wrote:Because Str is a 34 not a 28 so +12 Str. Dragon Ferocity doesn't apply to bite, as feral combat training only lets me use feats with unarmed strike as a pre req on nat weapons that I have weapon focus on so bite is at base +12str +1 amulet, claws are first one doest double str, the other 3 do str 1/2, so +25,+19,+19,+19
-How are you getting +12 Str to your CMD? And how are you calculating your CMB?-Your initiative modifier appears off. I think it should be around +5 with your Eidolon out.
-And could you breakdown your damage for your claws and bite? I know for sure the bite is off unless if it is taking a penalty to damage somewhere. (+9 Str, +4 Dragon Ferocity, +1 Amulet of Mighty Fists +1)
Ah, I see now. I was looking at your strength before the Belt was added in.
And don't jip yourself on your initiative.
Darkwolf117 |
@Marcus: I admit I'm not entirely familiar with Synthesist Summoners, but it looks like you've basically added the saving throws together while fused... Is that correct? From what I understand, despite being fused the eidolon is still its own creature, hence why it is noted that effects will target both of them, since they can't be targeted separately.
That would mean that they both have their own saving throws, and would have to each save against effects like that. You would get a bonus to your Fort and Reflex Saves because you'd be replacing your physical stats with the eidolon's during that time, but you wouldn't the base saves together. You would, of course, still get the Shielded Meld bonus though.
Also, bestow grace... Clever. That's very clever :P But I think, again, that'll only add to your own saving throws. Your eidolon still has its own Charisma Mod, even if it isn't used often, meaning that's what it gets to its saving throws. And since the default Cha is 10, I doubt it'll add much to those.
Like I said, I'm not entirely familiar with synths, but I think you may want to double check on that.
Ravingdork |
I understand his ruling for magic item creation in this campaign. It's hard to know how many times you would fail to create, and thus how much money you would have spent, if you havnt leveled up through a campaign.
Except none of us HAVE leveled up through a campaign. The only thing that matters is the current level (11th). There's no other way to realistically create a build. Furthermore, if you have max ranks in Spellcraft, and take 10 on the check, you can generally create anything within your level's price range.
In short, it's almost always a non-concern.
chaiboy |
So I'm out now because you started a new thread with an identical name and I've been posting in the wrong one for the last 170 posts?
Your loss.
Not liking some of the newer rulings anyways.
Sorry that happend. an admin merged that thread into this campaign then removed it completely. I thought it was deleted.
chaiboy |
@Ravingdork all the build rules are on the webpage I linked to. I keep that updated with everything so it is easy to see.
http://www.icheckfortraps.com/arena/
not sure you read the beginning of this thread but the only question i had about your build was the chariot. price etc for building it.
The reason I reconsidered the no crafting rule is that so many people are using it and were within the rules so it wasn't brought to my attention. Theres a lot of sheets to get through. If you can show the prices and info from the book then i'll allow crafting. This is the first time i'm running this kind of thing so the rules are being solidified as we go. if you can make a case for something you want to use and i don't hear anyone complain about it being OP then i'll consider allowing it. My main goal is to make sure the rules are consistent and everyone can use them without hand holding or having to make exceptions. I want the rules to be usable and the result repeatable if someone else tried to recreate something in the match.
Also keep in mind CP is now partnering with me to run this and has been in these kinds of competitions on other sites so he changed my mind on a few rules so there may be other rule clarifications as we go on but i think we are down to the last of any changes. last thing we hit upon was making sure mundane equipment was purchased and that all skills were filled in.
Ezra Scarlet Acadia VI |
Hmm. I still haven't received word on Piecemeal Armour.
And yes I am pressing this as it is one of my favorite systems.
Now a more serious question:
Are we drawing lots or what to determine our 1st Opponent or are they assigned to us.
Sorry if this has been asked before I couldn't find an answer.
@Sir_Oktain: I have an alignment up don't I? I am on a phone and can't access my own Profiles...
Darkwolf117 |
Theres a lot of sheets to get through. If you can show the prices and info from the book then i'll allow crafting.
From what I understand, crafting feats with WBL means that, if you have the feat required for the item, it then only counts for half as much against your total WBL, regardless of how you got it. So, kind of weirdly, if there's a party of people, and someone makes Belts of whatever for everyone, it counts as half for the person who has the feat, but still counts as full price for the others. So, outside of an actual campaign where you'd be managing your money, that's theoretically how it is supposed to work.
Like I said, kind of odd, but that is the case from what I understand. Link for the FAQ on it, if you'd like to take a look at the ruling.
Actually this is leading me to believe Craft Wondrous Item could be better in my build than Power Attack..
Heh, quite possible. I've actually considered dropping Power Attack for a couple things already, since I'm planning to use archery more. The melee weapon is mostly for backup. Discounted items might be much more useful.
chaiboy |
Hmm. I still haven't received word on Piecemeal Armour.
And yes I am pressing this as it is one of my favorite systems.
Now a more serious question:
Are we drawing lots or what to determine our 1st Opponent or are they assigned to us.
Sorry if this has been asked before I couldn't find an answer.
@Sir_Oktain: I have an alignment up don't I? I am on a phone and can't access my own Profiles...
oops thought i had. just doing full armor.
Nu'Raahl |
chaiboy wrote:Theres a lot of sheets to get through. If you can show the prices and info from the book then i'll allow crafting.From what I understand, crafting feats with WBL means that, if you have the feat required for the item, it then only counts for half as much against your total WBL, regardless of how you got it. So, kind of weirdly, if there's a party of people, and someone makes Belts of whatever for everyone, it counts as half for the person who has the feat, but still counts as full price for the others. So, outside of an actual campaign where you'd be managing your money, that's theoretically how it is supposed to work.
Like I said, kind of odd, but that is the case from what I understand. Link for the FAQ on it, if you'd like to take a look at the ruling.
Varrel Thrunebane wrote:Actually this is leading me to believe Craft Wondrous Item could be better in my build than Power Attack..Heh, quite possible. I've actually considered dropping Power Attack for a couple things already, since I'm planning to use archery more. The melee weapon is mostly for backup. Discounted items might be much more useful.
That FAQ specifically mentions counting crafted items at cost not price, not all items.
If you're equipping a higher-level PC, you have to count crafted items at their Cost.
If you couldn't have crafted it, due to the requirements, or something else, you count it as price. I'm not debating what people can and cannot craft here though, thats for the GM to decide.