The Dark Ones (an evil homebrew experience) (Inactive)

Game Master Bane88

Will you rise through the Shadows? Or die in the gutters.


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Male Tiefling Investigator (Empiricist) 7

We can always just use the crit section if the fumbles are considered to harsh. The game I played with them my guy was ranged so rarely had to worry about getting stomped out due to a fumble. So understandable if being close to a baddie could cost you dearly on a fumble.


It's just that from my experience fumbles have done nothing but take away from the game's "epic" feeling, they just distract you. People say they are great for stories in the future, but I just don't think it's worth it.


Btw I too am unable to edit my alias, the paizo site seems to be malfunctioning or something

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

The rule in that doc about autoconfirming critical hits suck
I think that if we use a deck like this you should confirm critical hits and confirm critical misses
Perhaps make a third roll
Roll one being the to hit
Roll two the confirm critical
Then roll another one to see if you use the table.


Figment Narrator 20

I found a 3rd party cyborg template,

cyborg:

Ability Score Racial Traits: Cyborgs are strong and have swift reflexes and are very intelligent, . As a result, shindroids gain a +2 bonus to Strength, Dexterity and Intelligence

Type: Constructed (Ex): For the purposes of effects targeting creatures by type, Cyborgs count as both humanoids and constructs. Cyborgs gain a +4 racial bonus on all saving throws against all effects that constructs are immune to

Base Speed: cyborgs have a base speed of ten feet per round faster than the base creature.

Defense Racial Traits

Light Fortification: Whenever a sneak attack or critical hit is scored against a cyborg. there is a 25% chance that the extra damage is negated and damage is rolled normally.

Composite Plating: Cyborgs have a +1 natural armor bonus and DR/Magic equal to half their hit dice.

Feat and Skill Racial Traits

Perceptive: Cyborgs gain a +2 racial bonus on Perception checks.

Offense Racial Traits

Cyberarm (Ex): At 1st level, the nanites in your body converted one of your arms (your choice) to a cybernetic limb with two functions. You can use it to make melee attacks (in which you are automatically proficient) for 1d6 points of damage plus your Str modifier. The secondary function of your cyberarm is that it is a universal tool. You can use it to simulate any generic tool (like look picking devices or a crowbar).
At 7th level, the nanites in your body absorbed enough raw material to treat your cyberarm as an adamantine weapon. You can activate your cyberarm for natural attacks for a number of rounds per day equal to 3 + your Int modifier.

Senses Racial Traits

Exceptional Senses: Cyborgs have darkvision to a range of 60 feet and low-light vision.

Other Racial Traits

Nanite Surge: A Cyborg's body is infused with nanites. As an immediate action, a cyborg can cause its nanites to surge, granting a bonus equal to 1 + 1 for every four character levels it possesses on any one d20 roll; this ability must be activated before the roll is made. When a shindroid uses this power, its circuitry-tattoos glow with light equivalent to that of a torch in illumination for 1 round. A shindroid can use this ability a number of times per day equal to 3 + its Intelligence modifier.

Undying: A Cyborg responds slightly differently from other living creatures when reduced to 0 hit points. A Cyborg with 0 hit points is disabled, just like any living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. However, when his hit point total is -1 or lower, a Cyborg is inert (instead of dying). He is unconscious and helpless, and he cannot perform any actions. However, an inert cyborg does not lose additional hit points (unless more damage is dealt to him). A cyborg, whose negative hit point total drops to or below its Constitution score, dies like any living creature. Finally, Cyborgs are immune to aging effects or spells.


This was labeled as a +1 template,
I don't need it at all, I'm strong enough as is, just something to look at for if/when everyone else gets a template


Male Tiefling Investigator (Empiricist) 7

The way it worked in the game I was in. On a natural 20 you don't need to confirm but on anything else you do. That way those crit ranges are not overpowered under that system and everyone who gets a nat 20 will not have it wasted by a bad confirm.


Bloodrager 4 / Adept Godling 4 | HP 50/50 | AC 20 (T 16, FF 14) | CMD 26 | F +10 | R +10 | W +10 | Init +2 | Per +12 {Raging: HP 56/56 | AC 20 (T 16, FF 12) | CMD 30 | F +12 | R +12 | W +14| Init +0 | Per +12}
Rileng Sulfach wrote:

You always roll concentration checks unless you have some feat/power that says otherwise. You can't take 10 or 20, because that means you tried enough times until you got that result. Which in this case means a single failure exposes you. Unless you meant that her concentration is so high it's pointless to roll because even on a nat 1 she could still beat the DC.

It's actually only taking 20 that makes the assumption of trial and error. I've made that error before and been corrected on it. Taking 20 assumes you try twenty times and take the best result for your purposes, but it also assumes you rolled 1-19 during the process. All this is why it takes 20 times as long.

Taking ten however is just taking an 'average' result. It can't be used in combat, in time sensitive situations, or otherwise under stress.

This set of circumstances, essentially an execution, and definitely not combat, could be argued one would have as much time as needed to get their emotions under control, and therefore be be able to take 10 if she wanted. Of course, if she is doing so, she should state it explicitly, rule of cool depending...

Source.


Figment Narrator 20

Would my light fortification help against those special critical hits and misses?
this thread also contains useful information for us evil doers


Yay rule of cool!.

I do like the crit tables, but if people aren't to fond of them then we can skip it. In my table top game, we only use crit fumbles, because the powergamers at my table don't want to trade the damage of a crit for effects.

I am open either way.

@LF2 that template is cool, but gain rank ups and soon you may be able to "Invent" the cyborg lab from the tech guy and begin surgically upgrading all of your "friends"


Figment Narrator 20

Sweeeeeeeet


Female Antipaladin 3 / Rogue 3 HP: 36/36 Init: +4 AC: 16 (+4 Armor, +2 Dex) Touch: 12 Flat: 14 CMD: 18 Fort: 9 Ref: 9 Will: 7
The yellow boxes wrote:
Would my light fortification help against those special critical hits and misses?

Light fortification has a chance to completely nullify a crit. No crit = No Crit table.


Figment Narrator 20

Just checking.


She has concentration of 15 the roll is dc15, so a needed role is mute as stated.

O my lady gaga!!
Also only one game post!,, come on you guys, are you here to rules-geek at at each other or roleplay? Get in there and get-a game posting you geeks :) hehe


Female Antipaladin 3 / Rogue 3 HP: 36/36 Init: +4 AC: 16 (+4 Armor, +2 Dex) Touch: 12 Flat: 14 CMD: 18 Fort: 9 Ref: 9 Will: 7
Lady Zanra Zamean wrote:
come on you guys, are you here to rules-geek at at each other or roleplay? Get in there and get-a game posting you geeks :) hehe

This.

I'm looking forward to what Pain has in mind. Also what the DM might post.


Have a look at my last post
Mordren


Male Oni-Spawn Tiefling, Monk3/Magus3/Gestalt3, HP: 33/33, Init: +8, AC: 20, FF: 16, Touch: 20, Fort: +5, Ref: +5, Will: +6 (+8 vs enchant), CMB: +5, CMD: 16

I got a bit confused with mine. Alexi hasn't been directly confronted yet so he's been staying silent after his kill. I do think now would be a good time to act though >_>


Female Antipaladin 3 / Rogue 3 HP: 36/36 Init: +4 AC: 16 (+4 Armor, +2 Dex) Touch: 12 Flat: 14 CMD: 18 Fort: 9 Ref: 9 Will: 7

Go for it :)


Figment Narrator 20

Victor is doing recon, which really is their fault for allowin such by rudely not taking his partner with him.


sorry for the wait, I was at work. Domino's on superbowl sunday. Not even a second to spare on my phone.


Male Oni-Spawn Tiefling, Monk3/Magus3/Gestalt3, HP: 33/33, Init: +8, AC: 20, FF: 16, Touch: 20, Fort: +5, Ref: +5, Will: +6 (+8 vs enchant), CMB: +5, CMD: 16

Dayum. I hope it wasn't super snowy where you are.


Female Antipaladin 3 / Rogue 3 HP: 36/36 Init: +4 AC: 16 (+4 Armor, +2 Dex) Touch: 12 Flat: 14 CMD: 18 Fort: 9 Ref: 9 Will: 7

I apologize in advance to the difference in intimidation modifier. somehow on the mythweavers site some of my class skills were unchecked before. i've fixed it and will be getting all relevent information onto my profile here soon.


Alexi VonShen wrote:
Dayum. I hope it wasn't super snowy where you are.

Nah I'm in Houston, TX it rarely snows. but it was raining a bit.


Detect evil cannot be resisted. Only fooled the only way to get nothing is if you aren't evil. Which is precisely why i am doing it

Detect Evil:

School divination; Level cleric/oracle 1, inquisitor 1

CASTING
Casting Time 1 standard action
Component V, S, DF

EFFECT
Range 60 ft.
Area cone-shaped emanation
Duration concentration, up to 10 min./ level (D)
Saving Throw none; Spell Resistance no

DESCRIPTION
You can sense the presence of evil. The amount of information revealed depends on how long you study a particular area or subject.

1st Round: Presence or absence of evil.

2nd Round: Number of evil auras (creatures, objects, or spells) in the area and the power of the most potent evil aura present.

If you are of good alignment, and the strongest evil aura's power is overwhelming (see below), and the HD or level of the aura's source is at least twice your character level, you are stunned for 1 round and the spell ends.

3rd Round: The power and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

It doesn't detect the evil auras of those 4HD or less, unless they are an undead, an outsider, a cleric, or an antipaladin.


Lord Foul II wrote:
It doesn't detect the evil auras of those 4HD or less, unless they are an undead, an outsider, a cleric, or an antipaladin.

Oh. Yea i see that now. Dang that takes a lot of use away from it at early levels. But il stick with my actions


Female Antipaladin 3 / Rogue 3 HP: 36/36 Init: +4 AC: 16 (+4 Armor, +2 Dex) Touch: 12 Flat: 14 CMD: 18 Fort: 9 Ref: 9 Will: 7

Well, you confirm the obvious by directing your spell at Mordren. :D


Sorry was not clear, yep as LF2 says 4HD or less nothing etc.
Mind you she IS an outsider but native I still think she falls into no.


Female Antipaladin 3 / Rogue 3 HP: 36/36 Init: +4 AC: 16 (+4 Armor, +2 Dex) Touch: 12 Flat: 14 CMD: 18 Fort: 9 Ref: 9 Will: 7

Now that I look at it, I'll have an Overwhelming evil aura at 11th level. That's a nice feeling. xD

Though a 20th level non-divine would have an evil aura equivalent to what I have now. Also a nice feeling.

And I believe that it still counts, as you are still an outsider and thus possess a higher spiritual presence.


Male Outsider Wizard 20/Alchemist(Mindchemist/Internal Alchemist) 20 | HP 300/300 | AC 30 T 22 FF 20 | F +29 R +30 W +32 | CMB +17 CMD 35 | Init 45 | Perc +37

I think the account problems is not just LF2 because I can not edit names or create new aliases either right now...


Female Antipaladin 3 / Rogue 3 HP: 36/36 Init: +4 AC: 16 (+4 Armor, +2 Dex) Touch: 12 Flat: 14 CMD: 18 Fort: 9 Ref: 9 Will: 7

No issues here.


Male Tiefling Investigator (Empiricist) 7

You guys are really underestimating Rileng, making all those judgments. You don't have a clue. Just the way he likes it. xD

Anyways you can do something's to PCs but intimidating them into action is not one of them. Not anymore then Rileng could with his diplomacy get you to do whatever he wanted using reason. Just like we will run into the odd NPC that can't be reasoned with or scared. Unlike with magic you can't change someone's nature or shift it. Rileng has dealt with bigger monsters then any of you, more so with one standing in the room. If my 1st sense motive had got anything I would guess.

Concerning accounts, never had any problems sense I started years ago. It may be something with newer accounts or people with multiple accounts. I don't know, but their may be a topic on the forums if it's effecting a lot of people. Would suggest a search if you don't get a response on it.


Female Antipaladin 3 / Rogue 3 HP: 36/36 Init: +4 AC: 16 (+4 Armor, +2 Dex) Touch: 12 Flat: 14 CMD: 18 Fort: 9 Ref: 9 Will: 7

I'm afraid Mordren and the others are the ones underestimating, if there is any underestimating that is being done. Am i right? xD

I on the other hand, see how dangerous he is by looking at his impressive sheet. Kudos, btw. I like it.


Female Antipaladin 3 / Rogue 3 HP: 36/36 Init: +4 AC: 16 (+4 Armor, +2 Dex) Touch: 12 Flat: 14 CMD: 18 Fort: 9 Ref: 9 Will: 7

And I'm also afraid that if the Intimidate is successful, Mordren's was, you gain the shaken condition. As it is a fear effect.

To clarify, I was in no way attempting to influence your choices, only inspire fear. the first function and as such can be used on anyone.


Male Outsider Wizard 20/Alchemist(Mindchemist/Internal Alchemist) 20 | HP 300/300 | AC 30 T 22 FF 20 | F +29 R +30 W +32 | CMB +17 CMD 35 | Init 45 | Perc +37

Issue is apparently being investigated.


Rileng dear heart, all her Ladyship has done is ask one simple question that is all and that was in a polite and nice way. :0)


I see no reason why any PC would be immune to forceful persuasion


S~#+ I completely forgot about my drawback. Which actually fits the way he was talking
My intimidate result was 22, condescending makes it 17.


Female Antipaladin 3 / Rogue 3 HP: 36/36 Init: +4 AC: 16 (+4 Armor, +2 Dex) Touch: 12 Flat: 14 CMD: 18 Fort: 9 Ref: 9 Will: 7

It's often houseruled that way to avoid a PC being jerked around by other players. It's something that I agree with, seeing as intimidate can be used in such a way once per day, and even more often with certain feats/class abilities. The most I hope for with a straight up fear effect intimidate is that I get to him with my aggression and give him pause in his consideration of me. The technical part of it being the shaken condition, which bestows a -2 penalty to d20 rolls for a certain amount of time. It normally doesn't last long, however only few rounds. Also a typical houserule. I would say our DM will have to set some rules for this.


Also noticed a couple tweaks i needed to make to my character sheet


@DM Malleus:
How are you ruling deaths of enemies in combat? Will you keep track of negative hit points and stabilization attempts or are you gonna rule <0 = dead?
This will determine a few of the feats I choose later on.


Figment Narrator 20

Half fiends have evil auras
I think they actually get the evil subtype I'll go look it up, but even without it they're still outsiders
Edit: no evil subtype but you're still an "aligned outsider" which puts you at moderate aura.


The yellow boxes wrote:

Half fiends have evil auras

I think they actually get the evil subtype I'll go look it up, but even without it they're still outsiders
Edit: no evil subtype but you're still an "aligned outsider" which puts you at moderate aura.

No idea where you are getting '"aligned outsider" from LF2, a search for "aligned outsider" pathfinder gets nothing, did you make the term up?

Also I think your confusing Outsider with outsider (native). This is what the Template makes the PC, just like Aasimar, Tiefling

From Template
Half fiends
Alignment: Any evil.
Type: The creature's type changes to outsider (native).

Under outsider (native)
An outsider with the native subtype can be raised, reincarnated, or resurrected just as other living creatures can be.

PS:

Seeing as your being so helpful, I think I will help you back and give your PC that once over. You know find them small mistakes you make so often. Always good to help a fellow player our :)


Figment Narrator 20

Native doesn't matter in this case.
You have the apropriprate alignment and are an outsider,
I fall under "aligned creature" because I have the appropriate alignment but am not an outsider nor an undead and do not have levels in a class that alter my aura such as cleric, paladin, or antipaladin.

PS:
sure, I'd prefer it be in PMs though, or, if you are not agreeable to that, spoilers


Lady Zanra Zamean wrote:
The yellow boxes wrote:

Half fiends have evil auras

I think they actually get the evil subtype I'll go look it up, but even without it they're still outsiders
Edit: no evil subtype but you're still an "aligned outsider" which puts you at moderate aura.

No idea where you are getting '"aligned outsider" from LF2, a search for "aligned outsider" pathfinder gets nothing, did you make the term up?

Also I think your confusing Outsider with outsider (native). This is what the Template makes the PC, just like Aasimar, Tiefling

From Template
Half fiends
Alignment: Any evil.
Type: The creature's type changes to outsider (native).

Under outsider (native)
An outsider with the native subtype can be raised, reincarnated, or resurrected just as other living creatures can be.

** spoiler omitted **

It's in the table here


LF2 PC check up:

Just did core crunch. OK good news.
Skills
You have 27 3(4+4+1)+0 down but Your int Bonus is +5 so it should be 3(5Int+4Class+1Race) = 30 points not 27 so you have 3 more to spend.

then
BASE ATTACK BONUS +2
Basic Melee Attack +4 [your str Bonus is +3 so should be +5]
Basic Ranged Attack +2 [Your Dex Bonus is +1 it should be +3]
primary weapon: [add MW trait *silver or *cold iron etc so you know]
Cold Iron mace to hit +6 damage 1d8+3 and so one.

Then 25 point spend
St 16 [base 10] [10spend] [race] [Level] [other]
Dex 12 [base 10] [2p spend] [race] [Level] [other]
Con12 [base 10] [2p spend] [race] [Level] [other]
Int 18 [base 10] [13p spend] [+2race] [+1Level] [other]
Wis 10 [base 10] [0spend] [race] [Level] [other]
Cha 12 [base 10] [2spend] [race] [Level] [other]

Total Point spend 29? YIKES!

If you took the Alternate Racial Trait
Dual Talent: Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.

You would lose Skill points and a trait.

Your could 'make' a human race, I think you can use upto 15RP to make one. best ask the GM and that would get you over the over spend with out losing stuff, may even add stuff.

:)

As for detect evil, yep Ill go with Moderate evil as she also have cleric like power as an (Su) Smite Good. So ye I think unless she find a way to hid it she will detect Moderate evil at the moment.


Figment Narrator 20

Spoiler:
no, the mace is also masterwork, I think I somehow calculated my to hit with a BAB of 1, my int modifier is not +5 it's +4, before racial adjustment and whatnot my int was 15, which I think costs 9, which would put me right where I am allowed to be,
That said if I could modify my race to a 15 point race (humans normally have 9) that would be cool,
Thanks for figuring that my to hit was off though,

If you could get an item with nondetection on it as a constant effect, that would make them have to roll caster level checks to use any divination on you
Rather handy for an assasian.


The yellow boxes wrote:

** spoiler omitted **

If you could get an item with nondetection on it as a constant effect, that would make them have to roll caster level checks to use any divination on you
Rather handy for an assasian.

I know the spoilers were between you and johnny, but I could help but notice, how do you have a +1 for level bonus already? we are level 3, and won't get the +1 ability score bonus until next level

EDIT: just noticed your typo haha. Ass asian


Figment Narrator 20

So you are right,
Which makes my point buy be one off at 26
I'll just have to slightly rework the character. Thanks.
That beig said looking in spoilers intended for someone else is incredibly rude, and a breach of privacy (this does not apply to the GM)
This is espically true when you respond back and it's not also in spoilers.


Sorry, I'm just really curious, I typically pretend I never read them that part was just bugging me.


Figment Narrator 20

Then respond with a PM, or under spoilers, PM prefered, and be sure to keep in character and out of character knowledge separate.

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