The Chess Arenas (Inactive)

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Edward Sobel wrote:
is this game still recruiting?

I hope so, cause I'm dropping my Submission now.

Still got to finish up the Familiar, and pick sundry equipment like rope and a couple backup weapons, but the character's pretty decently fleshed out, save for backstory, which has enough to go on for a little bit.


It will be open for some more time. I need to have at least some complete/solid applications before I can announce a cut day.


I *think* I've finished this version of Kit up. Let me know if anything looks off.


Likewise. I need to format my familiar better, and again, maybe pick up a nice mundane poles and ropes equipment pack, depending on the style of the dungeons, but otherwise everything should be ready.


The dungeons vary a lot. They're like pocket dimensions, so you can expect basically anything - from a swamp-like environment up to deep dark caves, from a sky castle to a crowded market square.


I spent all of my carrying capacity on combat gear, so I don't have any left for dungeoneering gear. XD

Actually, 100 arrows counts for almost half of the weight I'm carrying...


Efficient Quiver is 1800 and weighs 2 lbs no matter what goes in it.


I didn't have 1800 left after my higher-priority purchases. XD

I've been debating back and forth... I *may* drop the plus by one on something so I can afford a Handy Haversack, which I could then use to carry a lot of other useful gear... it's just hard to decide which one I can most afford to drop the plus by one on. +3 weapon means it can penetrate several types of DR, my non-Reflex saves are low so I don't want to drop the plus on my Cloak of Resistance, I *really need* AC so dropping the plus on any of those seems unwise...

Although...

If I drop the plus on my armor by one, I could actually afford an Amulet of Natural Armor, and have enough left over...

There! I have a plan now!


I find its more efficient to get multiple cheap, stacking AC's rather then all in one. The price increases exponentially. Just makes temporary bonuses confusing since the same bonus usually doesn't stack.


Heh, I plan on old "Bag of stuff that you drop when combat starts and hope it doesn't get nicked" for my sundry gear.

~~

Yeah, but we don't have to worry that much about temporary bonuses unless we play casters, atm. :P


Masterwork backpack, muleback cords...


A list of various storage items, from Armor to Weapons. This is in no way a full listing, but there is quite a bit there.


Or, be a small monk and own practically nothing!

in related news, here's my kobold monk, mostly complete. just need to finish a few small details.


Question for gear a little bit, although I understand if you'd rather not answer: How long might we expect a given "round" to ask? Some minutes of exploration and then a fight? Hours of traveling through a large demiplane environment? Days?

Just wondering if it'd be at all worth it to get a ki mat, mainly. (I too am building a monk!)


Hmm...getting things figured out.


@Loup: The maps aren't that big, so I'd assume minutes, most of the time. It can convert to an hour or two, I guess, depending of the players, but it's probably not going to be the usual.


Hmm maybe I should build a wizard focused on chaining Rope Tricks together then instead :P


Have an idea will work on it today and tomorrow.


OK, here is my submission for Dorum Stordal, my dwarven kineticist. I think everything you needed should be here, let me know if I missed anything.

Summary:

Dorum is a telekineticist VMC foresight wizard with a Hedgehog familiar, who primarily uses his fortune-telling deck of cards to fuel his telekinetic blasts.

Background:

Dorum is a spry and lively dwarf, not exactly normal for the typically surly race, but he's not exactly a normal dwarf. Dorum is a fortune-teller, and a mighty fine one; his deck of cards is never far from his grasp. In reality, he is one part diviner and two parts con-man, able to use his telekinetic abilities to help add mystique and flair to his relatively-small abilities of foresight. More recently, he has begun to toy with more of his abilities than his manipulation of aether energy, and begun to work with the very air itself - it certainly has seemed to give his readings a bit more... electricity.

Ultimately, Dorum is looking out for himself, first and foremost. Moral qualms are not exactly his forte; he just wants to make sure he is taken care of, before he sees to others. He finds joy in testing his abilities where possible, fine-tuning his telekinetic abilities to the point where he can have deft control over even the smallest of objects. Practice using telekinesis to disarm traps, particularly live traps, and you'll get better in a hurry.

Character Sheet:

Dorum Stordal
Male dwarf telekineticist 10 VMC Foresight Wizard
CN Medium humanoid (dwarf)
Init +10 (+5 Dex, +5 VMC Wizard); Senses darkvision 60 ft.; Perception +19
--------------------
Alternate Racial Traits
--------------------
Fey Thoughts (Fly, Sense Motive), replaces Hatred
--------------------
Defense
--------------------
AC 23 (+5 armor, +1 deflection, +5 Dex, +2 shield),
touch 16 (+1 deflection, +5 Dex),
flat-footed 18 (+5 armor, +1 deflection, +2 shield)
hp 143 (10*(d8+8))
Fort +17 (+7 class, +8 con, +2 cloak),
Ref +14 (+7 class, +5 dex, +2 cloak),
Will +11 (+3 class, +2 wis, +2 cloak, +2 iron will, +2 familiar);
+3 vs. poison, +5 vs. spells and spell-like abilities (hardy, steel soul, glory of old)
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Special Attacks kinetic blast, metakinesis (empower, maximize)
Kineticist Spell-Like Abilities (CL 10th; concentration +9)
. . Constant—feather fall, fly
Kineticist Wild Talents Known
. . Defense—force ward
. . Infusions—bowling infusion, extended range, extreme range, pushing infusion
. . Blasts—aetheric boost (+5 damage to blasts), electric blast (5d6+4 electricity), telekinetic blast (5d6+13)
. . Utility—air cushion, basic aerokinesis, basic telekinesis, celerity, telekinetic finesse, telekinetic haul, telekinetic invisibility, wings of air
Ranged Attack Bonus for Blasts
+12 (+7 BAB, +5 Dex)
--------------------
Statistics
--------------------
Str 8,
Dex 20 (16 base, +4 belt),
Con 26 (18 base, +2 racial, +2 level bonus, +4 belt),
Int 10,
Wis 14 (10 base, +2 racial, +2 headband),
Cha 8 (10 base, -2 racial)
Base Atk +7; CMB +6; CMD 22 (+7 BAB, -1 Str, +5 Dex, +1 Deflection)
Feats Alertness (Familiar), Extra Wild Talent (Level 9), Iron Will (Level 5), Steel Soul (Level 1)
Traits glory of old, trap finder
Skills
*Acrobatics 1 (Ranks) + 3 (Class) + 5 (Dex) = +9,
Bluff -1 (Cha) + 3 (Circlet) = +2,
Diplomacy -1 (Cha) + 3 (Circlet) = +2,
*Disable Device 10 (Ranks) + 3 (Class) + 5 (Dex) + 1 (Trait) = +19,
Disguise -1 (Cha) + 3 (Circlet) = +2,
*Fly 10 (Ranks) + 3 (Class) + 5 (Dex) = +18,
*Intimidate -1 (Cha) + 3 (Circlet) = +2,
Linguistics 1 (Ranks) = +1,
*Perception 10 (Ranks) + 3 (Class) + 2 (Wis) + 4 (Alertness) = +19 (+21 to notice unusual stonework),
*Profession (fortune-teller) 1 (Ranks) + 3 (Class) + 2 (Wis) = +6,
*Sense Motive 1 (Ranks) + 3 (Class) + 2 (Wis) + 2 (Alertness) = +8,
*Sleight of Hand 1 (Ranks) + 3 (Class) + 5 (Dex) = +9,
Spellcraft 1 (Ranks) = +1,
*Stealth 4 (Ranks) + 3 (Class) + 5 (Dex) = +12;
Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Draconic, Dwarven
SQ burn (3 points/round, max 11), elemental overflow +3, expanded element (air), gather power, infusion specialization 2, internal buffer 1
Other Gear
Worn
+1 mithral chain shirt (2,100 gp, 12.5 lbs),
+1 mithral buckler (2,005 gp, 2.5 lbs),
belt of physical might +4 (Dex, Con) (40,000 gp, 1 lbs),
circlet of persuasion (4,500 gp, 0 lbs),
cloak of resistance +2 (4,000 gp, 1 lbs),
handy haversack (2,000 gp, 5 lbs),
headband of inspired wisdom +2 (4,000 gp, 1 lbs),
ring of protection +1 (2,000 gp, 0 lbs),
fortune-teller's deck (1 gp, 0.5 lbs),
In Haversack
chalk (1 cp, 0 lbs),
fortune-teller's deck (1 gp, 0/0.5 lbs),
hemp rope (50 ft.) (1 gp, 0/10 lbs),
thieves' tools (30 gp, 0/1 lbs),
Total Weight: 23.5 lbs
1,361 gp, 9 sp, 9 cp
--------------------
Special Abilities
--------------------
Aetheric Boost (Sp) Level 5; Burn 2
Air Cushion (Sp) Constantly under the effects of feather fall.
Bowling Infusion Blast also trips foes.
Burn 3/round (10 nonlethal/burn, 11/day) Burn HP to gain greater effects on your wild talents.
Celerity (Sp) You can galvanize the flow of electricity within your allies to enhance their speed. This acts as haste except it lasts for 1 round. You can accept 1 point of burn to increase the duration to 1 round per kineticist level you possess.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Electric Blast (Sp) Level 5; Burn 0
Elemental Overflow (Ex) Gain a bonus to hit and damage with your blast when you use burn.
Extended Range Kinetic blast has range of 120ft.
Extreme Range Kinetic blast has range of 480ft.
Familiar Bonus: +2 bonus on Will saves. You gain the Alertness feat while your familiar is within arm's reach.
Foresight Associated School: Divination
Forewarned 5 (Su) Receive a +5 bonus to init checks. Can always act in surprise rounds.
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
Glory of Old +1 to all saves vs spells, spell-like abilities, and poisons
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
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.
Metakinesis (Su) By accepting burn you affect your kinetic blast as if using a metamagic ability.
Prescience (3/day) (Su) Roll a d20 at the beginning of the round, and use that result as the result of any other d20 roll before the next turn.
Pushing Infusion Your kinetic blasts makes Bull Rush CMB using Con.
Steel Soul Hardy's save vs. spells and spell-like abilities becomes +4
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Telekinetic Blast (Sp) Level 5; Burn 0
Telekinetic Finesse (Sp) Use telekinesis to perform Sleight of Hand and Disable Device checks.
Telekinetic Haul (Sp) Move an object that weighs up to 100 lbs. per kineticist level.
Telekinetic Invisibility (Sp) Grants invisibility
Trap Finder +1 bonus to Disable Device checks, and always a class skill, and can disarm magic traps
Wings of Air (Sp) You are constantly under the effects of fly.

One thing I wasn't sure about - I gave my character sheet above as the base, un-buffed stats, but as a kineticist his stats are pretty much always buffed because of elemental overflow. The assumption is that I will take 3 points of burn at the beginning of every day, to power my Force Ward, and that will give the following modifications:

Mods:

25 temp HP which regenerate at a rate of 2/minute
30 NL unhealable damage
straight +3 to ranged attacks and +6 to damage
+2 to Dex and Con, with the adjustments that come along with that to attack and damage rolls

Since these happen as soon as he wakes up every day, always, I wasn't sure whether to include them in the base character sheet or not.


You won't start the events with these buffs no matter what, só yes, you do have to work with your base sheet.


Loup Blanc's submission, finished up with crunch and fluff in the profile. I think everything's explained out in mechanics, but if you need anything else broken down let me know! I also wasn't sure how much tie to an AP you wanted in background, with references to us being from Golarion and having a campaign trait, so I included his direct link to Jade Regent, but that can easily be switched as well. (The trait actually ended up being useful for making sure he can understand Common as spoken by most people, since realistically his "Common" would be Tien.)


Also, one of the features of the kineticist is the Internal Buffer, a persistent storage for extra burn:

Internal Buffer:

At 6th level, a kineticist's study of her body and the elemental forces that course through it allow her to form an internal buffer to store extra energy.

The buffer starts empty and doesn't replenish each day, but the kineticist can accept 1 point of burn to add 1 point to the buffer as a full-round action, to a maximum of 1 point total. This maximum increases to 2 points at 11th level and to 3 points at 16th level. Once the kineticist adds points to her buffer, they remain indefinitely until she spends them.

When she would otherwise accept burn, a kineticist can spend 1 point from her buffer to avoid accepting 1 point of burn. She cannot spend more than 1 point from her buffer in this way for a single wild talent. Points spent from the internal buffer don't activate elemental overflow or add to its effects. Similarly, this buffer can be used to exceed the limit on the number of points of burn the kineticist can accept in a single turn.


At level 10, it can hold 1 point of burn, which can be used to pay for any burn costs, and can be recharged at the end of the day by spending burn to fuel it. Basically it is a way of saving any burn you didn't use in any given day for some other time when you might need it. Can I use this, and if so, how does the arena mechanic interact with it? Can I assume that it is charged during time between matches? If not, can I charge it at the end of a match if I have spare burn, and so have it for the next match?


The Chess wrote:
You won't start the events with these buffs no matter what, só yes, you do have to work with your base sheet.

For a kineticist, this happens at the beginning of the day, the same way a wizard prepares his spells. As long as he has burn, he gets the overflow benefits, and the only thing that resets burn is a full night's sleep. I'm fine with spending one of the buff rounds charging up my force ward, just curious as to what your deciding factor is as to what does or does not stick with your character when you go to the arena. Are you assumed to have just woken up after a full night's rest when you begin a match?


Oh, whoops, forgot the campaign trait requirement. I'll have to fix that.


The Chess wrote:
You won't start the events with these buffs no matter what, só yes, you do have to work with your base sheet.

But those buffs are kind of along the lines of "I prepared spells in the morning". Will spellcasters have to prepare spells on the battlefield?


They are not the same thing. Prepared spells-based casters will have their prepared spells at the start of the events. Kineticists will have to buff themselves on the preparation rounds and deal with the consequences during the events. The "Internal Buffer" also starts all events unfilled (no points on the buffer).


In that case, I think I will withdraw my kineticist application, since those limitations really nerf an already low-tier class. Having to spend three rounds just to get him up to where he would normally already be (mechanically, elemental overflow is assumed to be charged in order to be competitive), and completely eliminating a class feature (internal buffer is useless if it isn't persistent) is too much nerf for my taste. I had another character I had considered that I might submit in a couple of days, if recruitment is still open at that time.


Although I have some of the same concerns as Dwilhelmi, I have modified a current PFS character I have. (If we discover Elemental Overflow becoming an issue, I hope we can revisit your decision).

Crunch:

Wisp Emberflake
Male wayang aerokineticist 10
NG Small humanoid (wayang)
Init +8; Senses darkvision 60 ft.; Perception +20
—————
Defense
—————
AC 26, touch 18, flat-footed 20 (+7 armor, +1 deflection, +6 Dex, +1 natural, +1 size)
hp 102 (10d8+49)
Fort +11, Ref +14, Will +3; +2 vs. shadow spells
—————
Offense
—————
Speed 20 ft.
Special Attacks kinetic blast, metakinesis (empower, maximize)
Kineticist Spell-Like Abilities (CL 10th; concentration +9)
Constant—feather fall , fly
Kineticist Wild Talents Known
Defense—enveloping winds
Infusions—eruption (DC 21), extended range, extreme range, snake
Blasts—air blast (5d6+9), fire blast (5d6+2 fire), plasma blast (10d6+14 ½ fire and ½ bludgeoning)
Utility—air cushion, basic aerokinesis, basic pyrokinesis, celerity, firesight, windsight, wings of air
—————
Statistics
—————
Str 9, Dex 22, Con 18, Int 12, Wis 10, Cha 8
Base Atk +7; CMB +5 (+6 grapple); CMD 22

Feats
Acrobatic, Deadly Aim, Point-Blank Shot, Precise Shot, Reckless Aim
Traits
twitchy, vagabond child (urban)

Skills

Acrobatics +23 (+19 to jump) {10 ranks, +3 class skill, +6 Dex, +4 Acrobatic feat}
Escape Artist +30 (+31 competence to break a grapple) {10 ranks, +3 class skill, + 6 Dex, +1 trait bonus, +10 competence bonus - Improves Slick armor property}
Fly +25 {10 ranks, +3 class skill, +6 Dex, + 4 Acrobatic feat, +2 Small size}
Knowledge, Nature +5 {1 rank, +3 class skill, +1 Int}
Perception +20 {10 ranks, +3 class skill, +2 racial, +5 competance - Eyes of the Eagle}
Stealth +30 {10 ranks, +3 class skill, +6 Dex, +4 small size, +2 racial, +5 competence - Shadow armor property}
Racial Modifiers +2 Perception, +2 Stealth

Languages
Common, Infernal, Wayang

Special Qualities
Burn (3 points/round, max 7), dissolution’s child, elemental overflow +3, expanded element (fire), gather power, infusion specialization 2, internal buffer 1, light and dark

Gear
Pendant of the Blood Scarab {1,000}
Quick runner's shirt {1,000}
caltrops, cold iron (2) {4}
+3 shadow, improved slick mithral chain shirt {28,850}
Armbands of the Brawler {500}
Belt of Incredible Dexterity +2 {4,000}
Cloak of the Crusader {2,700}
Cyclops Helm {5,600}
Eversmoking Bottle {5,400}
Eyes of the Eagle {2,500}
Ring of Force Shield {8,500}
Ring of Protection +1 {2,000}
Backpack {2}
silk rope, knotted (50 ft.) {20}
{61,976}

—————
Special Abilities
—————
Air Blast (Sp) Level 5; Burn 0
Air Cushion (Sp) Constantly under the effects of feather fall.
Burn 3/round (10 nonlethal/burn, 7/day) Burn HP to gain greater effects on your wild talents.
Celerity (Sp) Constantly under the effects of air bubble.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Dissolution’s Child (5 rounds, 1/day) (Su) Assume the appearance of a shadow, as invisibilty.
Elemental Overflow (Ex) Gain a bonus to hit and damage with your blast when you use burn.
Eruption (DC 21) Blast becomes a 10' r, 40' tall cylinder
Extended Range Kinetic blast has range of 120ft.
Extreme Range Kinetic blast has range of 480ft.
Fire Blast (Sp) Level 5; Burn 0
Firesight (Su) You can see through flames and see creatures that are on fire or have the fire subtype
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
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.
Light and Dark (1/day) (Su) As an imm action, treat positive/negative energy as if undead for 1 min.
Metakinesis (Su) By accepting burn you affect your kinetic blast as if using a metamagic ability.
Plasma Blast (Sp) Level 5; Burn 2
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Reckless Aim Your lack of regard for others proves a boon when you fire projectiles into melee.
Shadow Resistance +2 on saves vs. shadow spells.
Snake Blast can bend around corners.
Windsight (Su) You can see through mist and fog (including fog cloud and similar magic).
Wings of Air (Sp) You are constantly under the effects of fly.

Fluff:

Wisp was always a little on edge. The duality of his existence often made it hard for him to find peace. This has made him fidgety and impatient.

Finding himself in the Arena has augmented his edginess, leading to a growing sense of paranoia. Due to this lack of trust Wisp will force himself to protect himself by lashing out, even though he knows he needs to rely on someone, anyone, to help him escape from this endless, mindless torture.


Don't worry, we still have time. I didn't even announce a close date for recruitment yet. You guys are fine, take your time.


Whoever already completed his or her submission, please go ahead and post it (a single post only, please) on the discussion. I saw it on another game and loved the idea... Much easier for the GM. Either post there with the profile or post the details of the submission. Thanks!


Alright, I'm going to give this a shot with no armor. I have a build in mind and I'm going to work on getting done today.


So I don't think this has been brought up, but what happens with items that become broken or destroyed? Such as if someone's weapon was sundered? Do they get repaired like the gladiator's body?


Yes


Thank you for the quick response.


Are items like boots of speed allowed since you can break the effect apart into three or more activations?


This is covered by the rules...


I simply wanted to make sure as the item could technically be activated once per day and just used for ten rounds, so I thought it better to as than to have it brought up later on that I should not have the item.


All right!

I couldn't really find a good way to build a psychic where the fights would still be fun and interesting, so I'm scrapping that idea. Maybe magus instead? Hmm...


I'm impressed with some of the submissions I see so far on the Discussion tab! Nice job, guys. I will give it a couple more weeks before closing it here, but you guys are doing an incredible job. Those combats should be fun to watch!


Okay, c'mon. Someone pick a high tier caster. Let's really see if prepared caster trumps all. Cleric, wizard, druid. Something.


Honestly, I haven't seen a single submission yet that can counter Invis +Summoned monsters, for starters. Unless you allow the old, "bag of flour/chalk" trick to act as a poor man's glitterdust.

I don't think we could handle, for example, a summoner.


I bought a Mantis Mask. Comes with three charges and the ability to use See Invisibility. I also have invisibility. What else you got?


Very nice, didn't know that was an anti-invis item, because I tried not to go too deep into anyone in my analysis.

Anyway, option two, Emergency Force Sphere.


It actually makes sense that we don't have a prepared caster of that nature for this, because honestly it doesn't make a lot of sense that the arena would get someone like that. Think about it: these are big fights for entertainment, flashy affairs with blood and guts and brawling in the sand (or water, or rocks, or whatever). If they want a caster, they want somebody who's gonna ride around in style and throw big loud thunderbolts and fireballs at people, not someone who'll go invisible, pop an impenetrable sphere around themselves, and sit back while some summons do the work.

Let's face it: it works, but we've all fought those wizards, or played as them, and there's one thing it always has in common: it's boring. And that's the last thing you want in an arena fight.


Option Two Counter: Expeditious retreat and good stealth. Wait it out.

I actually haven't played a wizard that far into the high levels. Not because I think they are boring but because I don't make a lot of wizards. I just can't think of a good backstory half the time. Feels like all of them have the same set up. Go to school for a few years. Go adventuring. End of backstory.

You are right though. It'd be hard to make a flashy wizard. They are more cautious by nature. Someone could make a strength wizard and see how that works. Use buffs to make him a melee combatant. Or play someone super confident with a lot of crowd control spells or manipulation. They screw around with the opponent instead of defeating them. Plus, a high performance check and you don't have to worry about the crowd really. Not that the crowd affects them that badly anyway. Unfriendly crowd affects attack rolls, combat maneuver checks, ability checks, skill checks, and saving throws. Not making a lot of those as a caster.


Please read the rules - in this game it also affects things like concentration and caster level checks, for instance. You don't want the crowd against you.


Ah, I went to the main page for that. Don't know why that isn't part of the performance rules. Good addition. Maybe casters weren't supposed to be part of performance battles.


Pathfinder Lost Omens, Rulebook Subscriber

Dot. I have a few ideas bouncing around in my head so I'll get one ready and have it posted in a few days.


The Chess wrote:
Please read the rules - in this game it also affects things like concentration and caster level checks, for instance. You don't want the crowd against you.

That might be more effective if it actually decreased effective caster level, not just caster level checks. Against other PC's, you're not likely to make a caster level check (it's pretty difficult for PC's to get effective spell resistance, though there are exceptions), but...

Actually, you know what, never mind. I don't want a spellcaster who managed to get the crowd on his side to hit me with a spell at +2 caster levels.


Yes. That would be awful.

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