Tamlakos |
Rynjin's right, just make sure you have like a 1 page summary with the important points as well.
You could leave a link to a text pasting website website and people can read it if they want to if you are one of the chosen people
MordredofFairy |
Sariel's basic submission is done. It may get a few tweaks still, once I chat with the GM, but yeah.
Sadly, I had to leave off the fluff. I may just make a link to it or something. I think profiles aren't allowed to be that long. XD; *About 30 pages thus far*
oh...what about alias bloat ^_^
Seriously, I hope for you that you get picked, but you could also just have linked her if you are not sure ;)
Unless, of course, you plan on a secondary career for her...in those other games of yours ....or you got pre-picked, in which case congratulations...
Rednal |
@Mordred: I can delete the alias until it has 10 posts. As long as I don't KEEP posting with it, I'm good. ^^ I have not gotten pre-picked.
@Tamkalos: No, 30 pages is the profile WITHOUT the background. XD Most of it being special abilities' rules text. Possession is a few pages all on its own, too, and that's just two feats...
MordredofFairy |
@Mordred: I can delete the alias until it has 10 posts. As long as I don't KEEP posting with it, I'm good. ^^ I have not gotten pre-picked.
Oh, I thought you can just rename the alias until then, and not delete it once it posted.
Mostly the same effect, I guess. *shrug* Was just funny to see you post with it ^_^Tamlakos |
@Mordred: I can delete the alias until it has 10 posts. As long as I don't KEEP posting with it, I'm good. ^^ I have not gotten pre-picked.
@Tamkalos: No, 30 pages is the profile WITHOUT the background. XD Most of it being special abilities' rules text. Possession is a few pages all on its own, too, and that's just two feats...
Huh, I have an alias at 2 posts that I can't delete. I've just resigned to having to repurpose it some day.
Rynjin |
So, something I just thought of, since we're basically starting off "fully formed" (i.e. our characters are not characters who have started off at level 1 and moved up, they sprang into being as 13th level Tristalts), does that mean we basically qualify for any feat we qualify for at any level?
EX: I have BaB 13, can I take Improved Critical as my "1st level" feat?
rorek55 |
So, question, I forgot with warlord was allowed? There's a prestige class called thrashing dragon I'd looooove to combo here.
So I still have a lot to do, potions to make, spells to pick, etc. But he is shaping up rather well. Held back on some things. The idea here is the was a inventor/creator but couldn't get his final project right, he eventually began experimenting on mortals, and finally, one day turned his knowledge on himself. Basically a clockwork construct/Android. I'm not sure if he will stay as an alchemist in his third class but I'm not sure what would fit. Though I'd definitely take a warlord.
Now he seeks to spread his discovery to others though most of the time they end up dieng. He has become destruction, and so created a rival blade he now wields alongside creation.
Race:
Half-construct- 7RP
Dual minded- 1RP
Static bonus feat: 2RP (Iron will)
Quick reactions: 2RP
Fast: 3RP
Reach: 1RP
See in darkness: 4RP
Hardy: 3RP
Greater spell resistance: 3RP
Lucky, Greater
Ediolon:
Large: 4RP +8str, +4 con, -2dex,
Blindsight: 4RP
Immunity: fire 2RP
Classes:
Machinesmith/ fighter (two weapon warrior)13/ fortune blessed template, eldritch template, alchemist (mind chemist) 10/ ????
Traits: Indomitable faith,
Eldritch powers: CR+2
Regeneration 4 -4EP, 1/4CR
Natural armor: -2EP, 1/2 CR, +6 natural armor bonus
Damage resistance -2EP 1/2CR DR5/good Adamatine
Healing bypass: +1EP, -1/4CR fire
Large weapons -1 EP, 1/4 CR, use weapons 1 size larger with no penalties.
Light sensitivity +1EP, -1/4 CR. Dazzeld in bright lights
Senses: +60ft blind sight -1EP, 1/4CR
SR: 24
Ability score:
Str: 32 (36)
Dex: 18 (22)
Con: 22 (26)
Int: 22 (26)
Wis: 16 (20)
Cha: 12
Vitals:
HP: 250
AC: 40 (10+9+8+8+2-1+3+3)
Saves:
Fort: +28 (8base, 8con, 2feat, 3luck, 2racial+5cloak)
Ref:+24 (8base, 6dex, 3luck, 2racial, 5cloak)
Will:+28 +2 on saving throws against disease, mind-affecting effects, poison, and effects that cause either exhaustion or fatigue.(6base, 5wis, 3luck, 2racial, 2feat, 5cloak+2trait)
Defenses: immune fire, electricity, DR5/cold Iron, DR5/good and adamatine, Regeneration 4,
Senses: Blindsight 90ft, blindsense 30ft, dark vision infinite, low light vision double distance.
Initiative: +10
Offense:
Movement: 75ft, fly 150ft good maneuverability
Melee:
Hakai:+37/+37/+32/+27
Damage:
3d6+28 (16-20x2)
Soso: +37/+37/+32+27
3d6+28 (16-20x2)
Power attack:
+33/+33/+28/+23
Damage:
3d6+40
Feats:
1- exotic weapon proficiency (Katana), weapon focus Katana, improved initiative, Iron will, TWF, throw anything
2-double slice, extra Machinesmith trick
3- Craft Wondrous items, power attack
4- weapon specialization Katana, step uo
5- Great fortitude,fleet
6- improved TWF, extra alchemist discovery
7- improved Iron will
8- greater weapon focus, master craftsman
9- Craft magical arms and armor,
10- two weapon Rend, following step combat reflexes
11- step up and strike, stand still
12- greater weapon specialization, Penetrating strikes
13- Greater two weapon fighting.
Machinesmith tricks:
Techniques:
2- Repair flesh, mechanical mindset
4- mechanical mindset
6- Phantom Stroke
8- energy weapons
10- improved razor saw.
12- Mobius smite
Alchemical discoveries
2- mutagen
4- enhance potion
6- extend potion, infuse mutagen
8- ectoplasmatic bombs
10-fast bombs
Legendary Items- Hakai and Soso. His legendary blades he has created. (Destruction, and Creation respectivly) (these are his mobius weapon.
Hakai- +5 Viscious Katana
Soso- +5 ghost touch Katana
Magic Items (with crafting)
Belt of physical perfection (+4) 32000g
Headband of mental prowess (+4) 20000g
Cloak of Resistance (+5) 25000g
Vest of stable mutagen 20000g
Celestial Armor 11250g
Boots of striding and springing 5500g
Ring of sustenance 2500g
Helm of Telepathy 13500g
Eyes of keen sight 6000gg
Bag of holding II 5000g
Ring of protection +3 16000g
Type: If the base creature is an outsider it gains the chaotic subtype.
Armor Class: A fortune-blessed creature gains a +2 luck bonus to Armor Class.
Special Attacks: A fortune-blessed creature retains all the base creature's special attacks and gains those described here.
Augmented Criticals (Su)
The critical threat range of each of a fortune-blessed creature's attacks doubles. The doubling follows the standard rules for doubling critical ranges and does not stack with other doubling effects, such as keen edge or the Improved Critical feat.
Lucky Strike (Su)
As a swift action, once per minute, a fortune-blessed creature can apply a true strike effect to a single attack.
Skills: A fortune-blessed creature gains a +2 luck bonus on all skills. This bonus stacks with the luck bonus it gains on opposed checks (see favored).
Special Qualities: A fortune-blessed creature retains all the base creature's special qualities and gains those described here.
Favored (Ex)
A fortune-blessed creature gains a +2 luck bonus on all saves and opposed checks, and a +1 luck bonus on all attack rolls.
Turn of Fate (Su)
Once per day, a fortune-blessed creature can reroll any failed roll it has just made. It must accept the results of the second roll.
Gobo Horde |
As for the massive alias, I am doing something a little bit different.
I am creating 2 aliases, the first has all of the calculations, where all the bonuses come from and what they effect, and anything else that can safely fit in the "background."
The second alias has everything summarized and as compact as I can make it while still having the relevant information, and this second alias is the one that will be used the most :)
It does mean that I will have to double up on a lot of the work, but it isn't nearly as cluttered and shorter.
First Alias
Second Alias
Both are still very much wip, but they are coming along! ^-^
Question for you guys.
I am going Tetori Monk 13/Aberrant Aegis 13/Dread Devourer, Consuming Creature, something 10.
What should I use for the last 10 levels? I am already very good at grappling and melee combat, so I don't think I need to improve that aspect much. Instead I am thinking using it for more versatility, or simply to make the character more interesting or multidimensional.
One thought was sorcerer. And ideas you could give me?
Taxxon is basically a huge undead worm. He has no hands, arms or legs but he can use his tail to grasp and manipulate things.
He has high Str and Cha, no Con (cuz undead) and is not too bright.
He can eat massive quantities of anything, and can even use the abilities of those he consumes.
His body is a massive lump of rotting, diseased and putrid flesh (currently huge, I plan on dropping it to large). Not pretty.
As an angel, he was the angel of purity, shining bright and flying through the skys on majestic wings. He was tricked into eating unclean human flesh, first only a little bit, then the hunger took over. When he fell, he had his wings ripped off from him (leaving only stubbs) and his body transformed and devolved into a repungent worm like creature as punishment and doomed to forever feed on the flesh of the dead.
Some ideas I have: give him abilities based on purity, or corruption/disease based. Maybe a sorcerer with the pestilence bloodline? Just remember that the save DCs probably won't be that high :)
Thanks!
Tamlakos |
I would honestly not limit myself to being an enormous creature. I think it was mentioned that there will indeed be times when being huge (or even bigger) won't be especially helpful... and might not allow you to get into where the game is going.
It's true. But I still really hope I can get a size-shrinking power, just because being able to be gargantuan would be super cool if we ever need to destroy a town, hahaha. I'd expect most of the time Large is probably the biggest a player should reasonably be.
Philo Pharynx |
@Gobo: what about an Eldritch Scion Magus?
Magus wouldn't be useful for a worm. No weapons.
how about a Plague Oracle? With the infested or odious curse? You could focus on buff spells with horrible-sounding fluff. It may not be the most mechanically powerful choice, but just reading it made my skin crawl.
The antipaladin cruelties might also work as nasty infections and such.
MordredofFairy |
no cost reduction doesn't mean no crafting. It just means you pay full price for anything you do craft.
where usually, the question "Can we craft equipment?" is synonymous with "Do we get a discount on equipment we have craft skills for?"
Because honestly, I doubt anybody cares wether you crafted something yourself or not, as long as mechanically you pay the correct price, the rest is fluff.
So If some Level 1 Ranger decides he wants to have crafted his own bow for fluff reasons, on my table he can either take the craft feat and buy half price, or pay full price and just claim he crafted it.
But I assume in this case, the question was, as usually in these cases, aimed towards the possibility of a cost reduction gained through crafting, rather than an inquire on wether it's allowed to have crafted our gear in the backstory if you have appropiate craft skills(really, nobody should feel the need to even ask that question).
@Gobo Horde I second the plague Oracle. It seems the most flavorful choice, has synergy with your charisma, has some "divine" background, ...it fits. Another option could be pestilence bloodline for sorcerer, if you'd prefer their spell list. Should orient a bit towards vermin and swarms then, though.
MordredofFairy |
MordredofFairy |
oh, and just so nobody else asks identical questions, I have sent inquiries for a few more Fiendish Powers that I will put into the spreadsheet once I get an answer:
Fated (Su) (as norn)
Whisper on the Wind (Su) (as Kirin)
Flash of Insight (Su) (as Cyclops)
Shield of Agony (Su) (as mordnaissant)
Jester's Deck (Su) (as Red Jester)
Quickling Casting (Ex) (as Quickling Template)
Unluck Aura (Su) (as Pugwampi)
No Luck (Su) (as Cat Sith)
Carapace (Su) (as Tarrasque)
Unsettling Appearance (Su) (as cerebric fungus)
Ethereal Ambush (Ex) (as phase spider)
Rednal |
*Would totally do it, too*
I'm all about getting people what they want. XD
...Now if only I could find a way to speed-cast symbol spells...
(Edit: ...Multispell lets me cast multiple spells as a full-round action, and doesn't say their normal casting times have to be short enough... but that's probably too cheesy and munchkin-y? XD)
bigrig107 |
@Rednal- the problem being that I'd have to loot the bodies of whitener we first kill (which wouldn't be too much of a problem, I have six claws), which, unless they just happen to use the weapon I specialize in, isn't going to help. I would enjoy the enslaving-a-smith, however. My undead army needs weapons!
Bane88 |
Quickling Casting (Ex)
All spells and spell-like abilities a quickling creature has can be cast as a swift action if it has a casting time of 1 round or less. Those spells and spell-like abilities with longer casting times have their casting times reduced to 1 round and take an attack action to cast. This ability cannot be used with the Quicken Spell or Quicken Spell-Like Ability feats.
Use this in tandem with Multispell
Rednal |
o wo...
I like where this is going. Think I can get that with Fiendish points, or should I trade in my Fortune-Blessed template?
(@Bigrig: Actually, I don't think you'd even need to enslave one unless you really wanted to. XD Hell makes its own weapons, and presumably, it's not hard to get them as long as you can pay.)
MordredofFairy |
Just out of curiosity, did anybody inquire regarding:
A consecrate spell cast on a mortuary cyclone by a caster of 18th level or higher nullifies its desecrating aura for 1 minute per caster level.
I considered a Black Skull as innate item, but thats...costly.
@Rednal: I actually inquired about it in FP-costs as written above...if I get an answer, I'll let you know.
Tamlakos |
Who needs an NPC cohort when you have Tamlakos as your bodyguard? Two heads are better than one, as they say.
Enjoying doodling him, though he's far too happy looking for a demon, hahaha.