The Stolen Empire

Game Master Vethcyr


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All right, sorry I've been quiet lately. It's been hectic this last week, and I've been contemplating a major change to this game. Namely, I'm considering making this a gestalt game.

What is Gestalt?:
A gestalt character advances in two classes at once. He or she gains the better of the two classes' attack progression, saving throws, skill points and hit dice at each level, as well as all special abilities of each class. It is important to note that the abilities of these classes overlap, but do not stack. Hence, a fighter 1//rogue 1 would have 1d10 hit points, +1 BAB, 8 + int modifier skill points, a bonus feat, good fortitude and reflex saves and 1d6 sneak attack. A rogue 1//fighter (sneak attack variant) 1 would have 1d10 hit points, 8 + int modifier skill points, good fortitude and reflex saves and 1d6 sneak attack. He would not have 2d6 sneak attack, because both tracks gain the ability at the same time.

The correct format for class and level advances is as follows:

For a 3rd-level character who is a pure bard on one track, but has two levels fighter and one level of rogue on the other would be summarized as:
Bard 3//Fighter 2/Rogue 1

A single forward slash, as always, indicates multiclassing on one track. To distinguish between tracks, use two forward slashes. IF we use this system, I will want an additional spoiler in your profile formatted like this:

Character Level: Track 1//Track 2
1: Bard 1//Fighter 1
2: Bard 2//Fighter 2
3: Bard 3//Rogue 1
4: Bard 4//Rogue 2
5: Bard 5//Fighter 3

Why do I insist on this additional entry? Because it makes everyone's life easier when keeping track of character progression.


Rules:
If we switch to this system, here's how it will work. First, I will ask you to level across, not up. You may NOT:
a) Redistribute ability scores or skill points
b) Alter feat selections, traits or spells known

Now for the rules:
1) You may only ever advance in one prestige class.
2) No switching tracks in class advancement. Once you advance in a class in one track, you may only ever advance in that class in that track.
3) No advancing in different variants of the same class. No, not even on different tracks.
4) No factotum, archivist, binder, initiate of the sevenfold veil, incantatrix, planar shepherd, tainted scholar, dweomerkeeper, ur-priest, shadow templar, shadowcraft mage, or beholder mage (yes, really). I reserve the right to wield the ban hammer in the future should I deem it necessary.

As a reminder: The more broken your characters get, the more broken your foes become. I really shouldn't need to remind you of this, but it's worth saying.


What to expect of a gestalt game:
A gestalt character is more powerful than a regular one. They have a wider range of options, typically have better hit points and saving throws, as well as more skill points. Consequently, most encounters will be about 1 CR more challenging.

A couple tips:
i) You want good saves across the board.
ii) A diverse skill set never hurts.
iii) Mobility and flexible tactics are the keys to success.


Why the change?:
Frankly, I've wanted to run a gestalt game again for a while. It only recently occurred to me, however, that Kingmaker is uniquely suited for a gestalt game. Your characters are destined to become the movers and shakers in this region, but may often work independently or against one another in pursuing your character's interests. This is especially true in an evil campaign (to clarify, I don't mind pvp if it is based on actual in-character motivations. Doing it for the sake of mayhem and wrecking each other's characters isn't cool).

Additionally, I predict that there will be some power mismatches within the group down the road (Pete's ability to annihilate anything with color spray, Nysro) and currently (Arastine's horse had the second-highest kill count in this last fight, second only to Arastine herself). This is in part an attempt to rectify these power slants without having to resort to deliberately banning, killing or nerfing characters.


Think about this proposed change, and let me know what you think or if you have any questions. This isn't final, and I'm still deciding whether or not to implement it.


Male Elf Level 4 Wizard

/?This would be very very interesting. I'm not sure how this would play out for Klinn, but I'm interested in looking into it. For spells per day and number of spells learned, say for Summoner 1/Sorcerer 1, would character know the 2 lvl 1 spells from the summoner list and 2 lvl 1 spells from the Sorcerer spell list or would he have to pick out two spells from both spell lists? It seems like you would get spells per day according to whichever table has a higher value, i.e., they wouldn't get 5 spells per day, but then it seems like it might be confusing about a wizard or cleric/summoner (i.e. prepared casters vs. spontaneous casters).

I don't think it will be a problem for Klinn; My character concept would put him maybe in a Figher/Summoner or summoner/ rouge or who knows what. Anyway, we should have conversations as a party to figure out what holes need to be filled.

Would we add the second class for first level very soon or when we gained level 2?


If we did this, and I'm sorry this wasn't clear in my previous post, I would have you add the second track very soon, and both would level up together when you hit second and future levels.

Also, you would get the full spellcasting progression from each class. It's only identical class features that do not stack (more an issue for those with bonus feats/sneak attack/whatever). Separate spellcasting progressions each advance. He would therefore know 2 summoner spells and 2 sorcerer spells at first level, and each would allow its normal number of spells per day.

Additional rules for advancement I forgot in my previous post:
Prestige classes that advance spellcasting MUST be taken on the same track as the class(es) whose spellcasting they advance. Thus, to become a mystic theurge, your arcane and divine spellcasting classes must be taken in the same track, as must the prestige class itself. This is a balance thing.


This looks interesting and fun to me. I am always partial to extra options available for characters. I also think it would actually fit my idea of Karina's character better too than a straight bard. This would certainly address one thing that I have been nervous about, which is her current dependence upon a party to win combats. I'm also up for just trying something new, because I haven't done anything like this before!

I spent a little bit of time this morning looking around through my pathfinder sources and have been narrowing in on what I'd like to select. I am definitely leaning towards proceeding on a Bard//Fighter progression, mostly because I would actually like for Karina to have some use in combat beyond the scope of spellcasting. The extra feats from the fighter class would be pretty much essential to accomplishing this, and there are some fun things you can do with a whip in UC. However, I'm still searching for a solid fighter archetype, since armor training is wasted on me and my light armored limitations. I have considered going the Cad or Free Hand Fighter archetypes to be really strong at disarming or Weapon Master for a more offensive punch. If anyone else has some awesome ideas for something that could work, let me know.

Another totally different direction I could take would be to take levels in Sorcerer, but I would have to coordinate with Klinn to figure out which bloodline runs through our family. That said, I would certainly enjoy having more spellcasting options, even if it changes up my character a little bit.


Given that Nitina was always intended to be a dual-class character, I'm 100% in favor of this, which is something I've never said about gestalt before. Ever.

However, I'm curious as to how we'd implement it in an ongoing game, given that we're probably about to ding shortly.
Would progress be something like

1: Gunslinger 1
2: Gunglinger 2//Inquisitor 1
3: Gunlsinger 3//Inquisitor 2

Or would we retcon to Gunslinger 1//Inquisitor 1 before leveling up.

EDIT: Reread your rules. If I understand correctly, we'd be retconning to Gunlsinger 1 // Inquisitor 1 instead of leveling.

That I'm actually a bit more hesitant about, given that it does nothing (or next to nothing) about the lvl 1 fragility issues we've been dealing with. Unless hitting level 2//2 would come quickly thereafter.
Not that there's anything wrong with level 1 (or level 1//1) but I feel like we're getting ready to move up in the world.

So let's revise my vote to 80% in favor.


Considering that you're all about 80% of the way to level two and you're about due for some story and quest xp in the near future, I wouldn't worry too much about that. I'm simply having you level across first so that those who are new to gestalt can adapt more easily. Both tracks will be equal to your character level.

Don't worry, you are very nearly ready to hit second level. I just want to ease the transition by retconning you to 1//1 rather than have you level from 1//- to 2//2.


It looks like most folks are in favor of the switch to gestalt, so go ahead and figure out your builds. Let me know if you have any questions for me. I'd like to be rolling again by thursday, so please figure out and post your builds here so I can quickly look over them.

Also, no prestige classes before level five. I don't care if you can meet the prerequisites earlier than that, my answer is no.


Human Summoner 2 // Ranger 2

The details of my build are in one of my psudo-character profiles (Dak).


HP: 11/19, Spells: Level 1: (1/3)

Updates should be in place. Mechanically the only changes are:
Bonus Feat:Combat Expertise
10 --> 12 HP
0 --> 1 BAB
0 --> +2 base fort
And the corresponding changes to CMB/CMD/attacks/all dat sheit.

It's 6 AM so expect me to have f%$*ed up somehow. WHEEEE


Human Summoner 2 // Ranger 2

Oh, Also, do we get our second level now? Like in between the first and second watches the night after destroying the bandit camp?


You'll hit level 2 when you get back to Oleg's.


Human Summoner 2 // Ranger 2

While I'm excited to know that, that isn't what I meant. When do we add our gestalt level?


In the morning, after you rest.


Human Summoner 2 // Ranger 2

For the sake of everyone who doesn't want to read my whole character profile:

Summoner 1// Horse Lord Ranger 1
Hit die d10
BAB +0 -> +1
skills 2+int -> 6+int
track, wild empathy, Favored Enemy humanoid (human)
All saves +2
Now martial weapon proficient (yay! I can use a weapon!)
feats: augment summoning -> Homebrew DM approved feat swapping Cha for Wis for Ranger spellcasting stat.

I think that sums up most of the important differences. Bigger changes to come with lvl 2!

Also, what is going on in the IC thread? Whose turn is it to post?


FYI, I only allowed Klinn to swap a feat because the homebrewed feat had to be taken at first level. If there are any feat swaps you want to make, run them by me first.


Female Human Gunslinger 2 // Inquisitor 2

Gained:

1hp (favored class)
Several class skills
1 rank bluff
1 rank sleight of hand
+2 base will save
Heresy Inquisition --> +3 to bluff and intimidate
Judgement 1/day
Monster lore
Orisons and Spells 4/2 known; 2 1st/day
Known: Brand, Sift, Light, Daze
Known: Command, Peacebond
Stern Gaze: +1 Intimidate and SM

I'll update the profile shortly


Female Human Gunslinger 1/Rogue (Poisoner) 1//Sorcerer (Sage spellslinger) 2

Arastine's profile is mostly updated and ready to go, except for her spells known, because I haven't quite decided.

She is using the Spellslinger wizard variant adapted for the sorcerer class. The details of this adaptation can be found in the following spoiler.

Spellslinger Sorcerer:
Overview:

The spellslinger sorcerer gains the same abilities of the wizard variant as presented in Ultimate Combat. Because the wizard variant precludes specialization and forces the wizard to choose four opposition schools (preparing a spell from an opposition school requires two spell slots of the spell's level) to be balanced, some major changes needed to be made to the sorcerer to balance things.

In short, spellslinger sorcerers lose all bloodline powers, bonus feats and bonus spells from their bloodline. They retain the class skill and bloodline arcana, so bloodlines still matter. A spellslinger sorcerer may choose any bloodline or variant bloodline, but they will only ever gain the class skill and bloodline arcana given by that variant. This allows bloodlines to still have a mechanical effect, but the sorcerer has made an active choice to focus less on developing his or her powers and more on the use of a firearm or two in conjunction with his or her magical abilities.

The variant:

Abilities:

Arcane Gun (Su)

The spellslinger gains the Exotic Weapon Proficiency (firearms) feat, and one or two of his firearms can be arcane guns. Arcane guns are normal one-handed or two-handed firearms in the hands of others, as they were normal firearms before the spellslinger imbued them with magic. In a spellslinger’s hands, they both fire projectiles (bullets and pellets) and cast magic. At 1st level, the spellslinger decides whether he wants to have one or two arcane guns at a time. If the spellslinger chooses to have only one arcane gun at a time, spells fired through the arcane gun that require an attack roll have a ×3 critical hit multiplier.

A spellslinger can cast any ranged touch attack, cone, line, or ray spells through his arcane gun. When he casts through the arcane gun, the gun’s enhancement bonus (if any) is a bonus to the spell’s attack rolls or to the spell’s saving throw DCs. Yet there are dangers inherent to this method. If any of the spells’ attack rolls would cause the gun to misfire, or a natural 20 is rolled on any saving throw made against the spell by a target (an overload), the arcane gun gains the broken condition. If the arcane gun already has the broken condition, the gun explodes. When a gun explodes, it lets loose a blast of force, or if the spell has the acid, cold, electricity, or sonic descriptor, it deals that type of energy damage instead. In the case of spells with multiple descriptors, roll randomly among the descriptors to determine the type of damage dealt by the blast. The blast is centered on a single intersection within the spellslinger’s space (spellslinger’s choice) and deals 1d6 points of the appropriate energy damage or force damage per level of the spell cast. Any creature within the blast other than the spellslinger can make a Reflex saving throw to halve the damage. The Reflex save DC is calculated using the spell level of the spell being sacrificed.

A spellslinger can attune his arcane guns at the start of each day. That attunement lasts until the spellslinger attunes to a new gun, even if a formally attuned gun is destroyed.

This ability replaces Bloodline Powers.

Gunsmith

The spellslinger gains the Gunsmithing feat and a battered gun that is identical to the gun a Gunslinger (see page 9) gains at first level. If the spellslinger chooses the ability to attune two arcane guns, he still only starts out with one gun. Like a Gunslinger, a spellslinger can use the Gunsmithing feat to restore his battered gun.

Mage Bullets (Su)

A spellslinger is adept at transferring spell energy into his arcane gun attacks. As a swift action, he can sacrifice a spell and transform that energy into a weapon bonus equal to the level of the spell sacrificed on a single barrel of his firearm. With that weapon bonus the spellslinger can apply any of the following to his arcane bond: enhancement bonuses (up to +5) and dancing, defending, distance, flaming, flaming burst, frost, ghost touch, icy burst, lucky (and greater), merciful, reliable (and greater), seeking, shock, shocking burst, spell storing, thundering, vicious, and wounding.

An arcane gun gains no benefit from having two of the same weapon special abilities on the same barrel. The effect of the mage bullets ability lasts for a number of minutes equal to the level of the spell sacrificed, or until this ability is used again to assign the barrel different enhancements.

This ability replaces Bloodline Feats.

School of the Gun

Due to the rigors of practicing her gunplay, the sorceress suffers a loss to the number of spells she knows.

This ability replaces Bonus Spells.

Discussion:

A sorcerer is less flexible in his or her spellcasting options than a wizard of equivalent level is. This is countered by the fact that a sorcerer can cast more spells per day than a wizard. Both classes gain a good amount of martial ability via this class, but both classes need to plan their build very carefully to be effective. Sorcerers are already forced to do this, and the variant actually favors them because the degree of rigidity imposed by the variant is less crippling than that imposed upon a wizard (as sorcerers can never specialize or cast that wide an array of spell anyway). To balance things, losing their very good bloodline powers and bonus spells seems a fair exchange. Because wizard spellslingers lose cantrips (this matters from a utility perspective, moreso with PF rules than in 3.5), I took away sorcerer bonus feats. I let the sorcerer variant gain the gunsmithing feat for free rather than lose eschew materials for it (wizards lose scribe scroll to gain it) because wizards keep their bonus feats, as well as because scribe scroll is a much stronger feat than eschew materials is in most situations.

My ultimate goal is that the sorcerer variant should be about as powerful (or slightly weaker) than a spellslinger wizard, retaining the sorcerer's characteristic spontaneous spellcasting while balancing their gunplay.

Also, the spellslinger does not gain gun training like the gunslinger does. Getting that at first level instead of the gunsmithing feat when firearms are as widespread as in this world needs to remain a gunslinger class exclusive ability. This variant will have to take the feat like any other class. This is true for all non-gunslinger classes that gain the gunsmithing feat and have it described in their entry as functioning like the gunslinger ability. They still gain the granted firearm.

Arastine is a sorcerer rather than a wizard for several reasons. First, because it seems unfair to me to have a DMPC who can prepare different spells from one day to another, especially as I as DM generally have a better idea than a PC wizard would have of what the party may face that day. Second, I like playing spontaneous casters more than prepared casters. Arastine uses the Sage variant of the Arcane bloodline, and thus runs spellcasting off of her intelligence rather than charisma.

Also, she will have two arcane guns (although as a character only ever gains one granted firearm, she will have to obtain the second weapon on her own).


Male Human Paladin 2 // Bard 2

Vlad is gaining some cool stuff: Vlad: Paladin 1//Bard 1

Gained:
+2 Reflex
Abilities:
Bardic knowledge, Bardic performance, cantrips, countersong, distraction, fascinate, inspire courage +1

Spells: 1 1st level spell per day

Spell list:
0 Level Spells:
Summon Instrument
Haunted Fay Aspect
Ghost Sound
Spark
1st Level Spells:
Disguise Self
Forced Quiet

Perception is now +6 instead of +3. Because the skill is a class skill of bard so the point that I put in before means that it is 1(wisdom) + 1 (trait) + 1 skill point + 3(bard class skill) =+6 (That is going to be so much more fun)
I think this is everything, I will update my profile with the full list.


Vlad, you forgot, you get a whole lot of skill points from bard. I believe you should have 4 more points to spend.


Male Human Paladin 2 // Bard 2

Oh yeah! You're right. I forgot about that! Thanks, I'll fix that and repost. MMMmmmmm.... I love delicious skill points.


Male Human Oracle 2//Antipaladin 2

M'bad, updating...


Gestalt Question:

What's the effect of prestige classes with "+1 level of existing spellcasting class" if taken in the other track

For instance
Rogue 1 // Wizard 1
Rogue 2 // Wizard 2
Rogue 3 // Wizard 3
Rogue 4 // Wizard 4
Arcane Trickster 1 // Wizard 5
Arcane Trickster 2 // Wizard 6

Do I now cast as an 8th level wizard?


You have to take the prestige class on the same track as the class whose spellcasting it enhances.

Even without this house rule, you would only cast as a 6th-level wizard.


Human Summoner 2 // Ranger 2

Can I take two levels at a time in the same class? for example:

Wizard 1 // Wizard 2
Wizard 3 // Wizard 4
Wizard 5 // Wizard 6
Wizard 7 // Wizard 8
Wizard 9 // Wizard 10
Wizard 11 // Wizard 12

Just teasing, JK. :P


Male Human Oracle 2//Antipaladin 2

Are we using fractional values at each gestalt level? To illustrate what this means and implies, here's an example of BaB without using fractional values:

Wizard 1//Fighter 1 -- +1 BaB from Fighter 1
Wizard 2//Sorcerer 1 -- +1 BaB from Wizard 2
Wizard 3//Sorcerer 2 -- +1 BaB from Sorcerer 2
Wizard 4//Sorcerer 3 -- +1 BaB from Wizard 4
... and so on.

Using fractional values:

Wizard 1//Fighter 1 -- +1 BaB from Fighter
Wizard 2//Sorcerer 1 -- +0.5 BaB from either class
Wizard 3//Sorcerer 2 -- +0.5 BaB from either class
... and so on, noting to sum the BaB then round down the purpose of current bonuses (like half ranks in 3.5 skills).

Same goes with save bonuses.


We are not using fractional bonuses. Too many headaches to keep track of.

If you have any questions, please reread the post containing the gestalt rules first. Many of these questions have been answered there.


Male Human Oracle 2//Antipaladin 2

Well, I had reread it, but I think there is some vagueness which needs clearing up.

Gestalt rules wrote:
He or she gains the better of the two classes' attack progression, saving throws, skill points and hit dice at each level

I interpreted it as gaining the better of two marginal increases at a particular level; in BaB's case, you get +0 or +1. Hence, a Wizard 2//Fighter 1/Sorcerer 1 leveling into Wizard 3//Fighter 1/Sorcerer 2 would compare the BaB added by Wizard 3 and the BaB added by Sorcerer 2; Sorcerer 2 adds 1 BaB, so he would get 1 more BaB, for a total of 3, and so on.

The other way to potentially interpret it is to compare the BaB and Saves of one entire "side." A Wizard 3 has 1 BaB, and a Fighter 1/Sorcerer 2 has 2 BaB, so you take the best of either side, which is 2 BaB. But this is somewhat weird, I wouldn't expect HD, skills and special abilities to follow the same interpretation. That is to say, I would expect a Bard 3//Fighter 1/Sorcerer 2 to get d10 HD at first level and d8 the rest of the way, instead of having to choose between d8s the whole way and d10 then d4s.

What am I missing?


Your first interpretation is correct, Pete. Also, sorcerers get d6 HD in pathfinder.


Combat Recap:

What was that thing?:
You fought a werewolf. Specifically a Bard (Archaeologist) 3//Ranger 3 half-orc natural werewolf. Humans were his favored enemy, and he used the following spells in this combat:

Cantrips:
Launch Item (SpC)

1st-Level:
Sleep
Expeditious Retreat (pre-buffed upon seeing your group's lantern lights from a distance)
Swift Invisibility (SpC)

He also knew cure light wounds, but by the time he really needed to heal himself he was out of spell slots.

How did he hit so hard? As a 3rd level ranger, he had a BAB of +3. He also had 16 strength, constantly had the Archaeologist's Luck performance active (by virtue of the Lingering Performance feat). Favored enemy (humans) gave him an additional +2 to hit you lot. Hence his non-charging attacks were at a +9 bonus while his charges were at a +11 bonus.

His bite did d8 damage due to the Improved Natural Attack feat (taken as his bonus feat at ranger level 2). Because it was his only natural attack, he added 1.5 times strength modifier damage to his bite attacks, or +4. The aforementioned bardic performance also boosted his damage by 1 point, and favored enemy (humans) boosted it by another 2 points. Hence, 1d8 + 7 damage per hit.

He had combat reflexes and 14 dexterity, hence the two attacks of opportunity per round.


Why was he so tough?:
This was a random encounter. On my charts, there are several results that can result in assorted lycanthropes showing up. Each is ranked by difficulty. You got the hard encounter with a werewolf. Normally I would have sent an afflicted werewolf fighter, ranger or rogue 2 against a first level party, but 3 things made me choose to boost its power by a significant amount.

1. There are six of you, all spellcasters, several of you with buffs or save-or-suck/lose a turn spells.

2. This is now a gestalt party. You are tougher and more individually capable than most first-level characters. A fair fight in gestalt tends to be one or two CRs higher than in a regular game.

3. More than half the party has firearms. Touch attacks bypass DR altogether, rendering the main defense of a werewolf moot. Advanced firearms can inflict touch attacks from a prodigious range and can cause an impressive amount of damage even to well-armored targets. I toyed with the idea of house ruling that firearm touch attacks only inherently bypass half of a creature's damage reduction (figuring it would be flavorful if you lot invested in silver bullets). Then I realized that this would make this encounter much tougher than I wanted it to be, so that wouldn't be fair to you guys.

You guys are tougher, more powerful, and more numerous than most first-level groups. I was confident that you could handle this guy, and that I could actually put you guys on the defensive against a smart foe for the first time in this game without wiping the group. Which brings me to his tactics.

This creature was a night hunter and an ambusher. Fighting fair was not in his repertoire. Once he saw your lantern lights, he started following you guys from about 100 feet out. This wasn't due to Nysro's darkvision, Klinn, but rather because that was well beyond the effective range of your lanterns. He had an intelligence score of 13, more than enough to know the danger posed to him by guns, which you obviously carried. Hence, his initial strategy was to divide and distract you guys, disable groups with Sleep, and ambush stragglers in the darkness (he had darkvision from being a half-orc).

In short, his tactics were to make you fight him on his terms. That is, to avoid letting you circle the wagons and establish a safe area from which you could see his approach and therefore kill him before he closed.


Blow by Blow:
He cast his expeditious retreat spell upon himself so that he could outpace your horses, and used the Launch object cantrip to distract you with a long-distance alchemist's fire into your cart. This was the surprise round.

Round 1: He double moved from the southwest to the northwest of your group, hoping that the runaway cart and the attack from the south would split your attention enough for him to set up an ambush.

Round 2: Hit Arastine, Vlad & Vlad's horse with a sleep spell in an effort to take out the southern group. Arastine and Vlad make their saving throws, making him refocus his attention elsewhere.

Round 3: Klinn has been carried far north by the runaway horse, with Nysro accompanying him. Arastine, Karina & Vlad have clustered in the south with good lighting. Pete and Nitina are left alone together in the darkness. It charges them from the west-northwest, targeting Pete first because he is old and injured. Pete goes down.

Round 4: Karina lights it up with her lantern. It misses its AoO against Nitina as her horse panics and flees east with her on its back. Nitina scores first blood on the beast and it charges her in retaliation, knocking her out of the fight. It then uses its third of four first-level spells to turn invisible for one round and avoid reprisals from you until it can act again.

Round 5: Vlad and Arastine fire at it as its swift invisibility spell expires. Vlad misses and Arastine hits, so it charges her. It misses and uses its last 1st-level spell slot on another swift invisibility to avoid damage. It drops Nysro with its AoO and loses the invisibility effect. Klinn and Karina both score hits but fail to overcome its DR 10/silver. It misses its AoO against Vlad and Arastine blasts it down to -2 HP.

Round 6: About to pass out from damage and out of useful spell slots (and therefore no cure light wounds), the werewolf randomly chose between Karina and Vlad as targets (they were the only ones it could reach). It went after Karina, five-foot stepping towards her and using its orc ferocity ability to make one last attack, dropping her. It then fell unconscious, and Vlad executed it with his bow.


Human Summoner 2 // Ranger 2

How did he get an AOO against Nysro?


You sent Nysro into -J52, the same square the werewolf was occupying while invisible. To get there, Nysro passed through and exited -J51, a square the werewolf threatened. When creature A leaves a square that creature B threatens, creature B may attempt an attack of opportunity. That's what the werewolf did.


Human Summoner 2 // Ranger 2

Ahhh, that was a typo. It should have read:

Nysro charges at -J52, stopping in -J51 and full attacking.


Heh, lesson 1 of PbPs: proofread.


Human Summoner 2 // Ranger 2

Level 2!!! (cause I figured you would want a blow by blow update)

Jackson's HP Formula:
"The class you are taking a level in has dX hit-dice
For first level, you get X+con hp
For even levels you get (X/2)+1+con hp
For odd levels (other than one) you get (X/2)+con hp"

2: Summoner 1//Ranger (Horse Lord) 2
HD: d10
Skills: 6+1(int)+1(human)
Saves: All base +3
BAB: +2

New spells:
lvl 0: open & close
lvl 1: Grease

(also, I forgot to update before, but lvl 1 favored foe is humanoid(human))
Bonus Feat: Mounted Combat
Bond senses 2 rounds per day

Skills: #Diplomacy:(1), +9; #Handle Animal:(2), +9; #Intimidate:(2), +9; #Knowledge (Arcana):(1), +5; #Knowledge (Nature):(1), +5; #Perception:(1), +3; #Ride:(1), +5; #Spellcraft:(3), +8; #Stealth*:(1), +5; #Survival:(1),+3; #UMD:(2), +9

Nysro:
HP: (lvl 2)*(5)+1(even lvl)+2*1(con)+1(fav lvl 1)= 14 HP
BAB +2, good saves +3, +2 natural armor, +1 str/dex, Evasion (0 damage when reflex save cuts damage in half)
4 EP:
(free)Bite: 1d6 (1d8 large) (primary)
(free)Limbs(legs)x2
(1)Improved Natural Armor: +2 to AC
(1)Claws: 2 claws, 1d4 med (1d6 large)
(1)Pounce: Can make a full attack after a charge
(1)Reach (bite): Bite attack now has reach of 10 ft.

Skills: Bluff, Craft, Climb:(1),+6; Knowledge(planes), Perception:(1),+4; Sense Motive:(2),+5; Stealth:(2),+7; Escape Artist:(1),+6; Acrobatics:(1),+6 (+10 for jumping), Intimidate


Male Human Oracle 2//Antipaladin 2

Man, Pete just can't catch a break. Considering I'm not even familiar with monstrous races in normal PF, how does it work in PF gestalt? Right now I'm going to level up as normal.


Becoming an afflicted lycanthrope (if Pete does in fact become one) does not alter HD or level adjustment, so it makes no inherent difference to your character's advancement.

Also, the condition's effects don't kick in immediately, so level up as normal. If there are any mechanical changes that occur, I'll let you know when they do.


HP: 11/19, Spells: Level 1: (1/3)

Character Advancement -->
Bard(Sandman)2//Fighter(Weapon Master)2

HP:12 + ((10/2)+1)+1 = 12 + 6 + 1--> 19

New Class Abilities:
From Bard tree: Well Versed (+4 to saving throws against bardic performances, language-dependent, and sonic effects)

Sneakspell: Add +1 to save DC of spells against targets that are denied their Dex bonus.

Bardic Performance:8-->10 rounds/day

From Fighter tree: Weapon Guard (+1 to CMD against sunder/disarm checks while wielding a whip, applies on any effect including Grease, Heat Metal, etc.)

Skills:6 base + 1 int + 1 human + 1 favored class = 9 to spend
Stealth: 0->1, now 2 dex + 1 rank + 3 favored + 1 class bonus = +7
Sleight of Hand: 0->1, now 2 dex + 1 rank + 3 favored + 1 class bonus = +7
Bluff: 1->2, now 4 cha + 2 ranks + 3 favored + 1 class bonus = +10
Diplomacy: 1->2, now 4 cha + 2 ranks + 3 favored = +9
Intimidate: 1->2, now 4 cha + 2 ranks + 3 favored = +9
UMD: 1->2, now 4 cha + 2 ranks + 3 favored = +9
Spellcraft: 0->1, now 1 int + 1 rank + 3 favored = +5
Perception: 1->2, now 2 ranks + 3 favored = +5
Sense Motive: 1->2, now 2 ranks + 3 favored = +5

Saves:2/2/2 base --> 3/3/3 base --> 4 Fort/5 Ref/3 Will new saves
BAB:+1->+2
CMB:4/CMD:16

New Spells: TBD
Spells/day: 3x 1st level
Spells Known: 5 0th level, 3 1st level

New Feat:
Whip Mastery - You no longer provoke AoO's with a whip.


Male Human Oracle 2//Antipaladin 2

I suppose I'll write down the advancement here:

Favored Class Bonus: This time, 1 HP.
HD: d10 (6); 18 HP total considering Con drain
BaB: Gain +1 for a total of +2
Skills: 4(base)+1(int)+1(human)=6
1 apiece to Perception, Spellcraft, Diplomacy, Sense Motive, Bluff, Use Magic Device
New Oracle Abilities:
. New Spells: Mending (0), Color Spray (1, Mystery)
. +1 first level spell per day, 6 total
New Antipaladin Abilities:
. Touch of Corruption (1d6)
. Unholy Resilience (+5)


Female Human Gunslinger 2 // Inquisitor 2

Gunslinger 2 // Inquisitor 2

HD d10 (6) --> HP 21 How much did we heal overnight? Based on lvl 2 or level 1?
7 Ranks:
Intimidate 9->10
Kn(Local) N/A->5
Kn(Nature) N/A->2
Perception 8->9
Ride -1->4
Sense Motive 9->10
Stealth 0->4

Saves: 3/3/6->4/4/7
Attacks +1
Nimble: +1 to AC
Cunning Initiative: Init: +2-->+6
Detect Alignment
Track

Spells/Day: 1: 2->3
New Spells Known:
Daze
Divine Favor

[ooc]Will update profile soonish


Human Summoner 2 // Ranger 2

Ok, so I'm going to make some changes. I don't think I'm taking grease and I'm changing Nysro's EP. I'll post again when I have that figured out.


Human Summoner 2 // Ranger 2

Ok, so instead of Reach (bite), I'm giving Nysro Improved Damage (claws, now 1d6) "Select one natural attack form and increase the damage die type by one step." Instead of Grease, I'm taking Enlarge Person (which works on Nysro because of share spell). Sound good?


HP: 11/19, Spells: Level 1: (1/3)

In that case, I will take grease, since it is an awesome spell and one of us should have it. And I might as well have a battlefield control spell that isn't mind affecting.

So in short:
New Cantrip: Lullaby
New 1st Lvl Spell: Grease

Edit:Just threw about 30 links into my profile.


You can heal 2 + con mod hit points, in addition to gaining your new hit points from level 2. You do not necessarily heal up to full hit points.

That's fine, Klinn.


Male Human Oracle 2//Antipaladin 2

Retcon heals:

Pete: 1d8 + 1 ⇒ (6) + 1 = 7
Pete: 1d8 + 1 ⇒ (3) + 1 = 4
Nitina: 1d8 + 1 ⇒ (4) + 1 = 5
Nitina: 1d8 + 1 ⇒ (8) + 1 = 9
Karina: 1d8 + 1 ⇒ (1) + 1 = 2

I'll get Karina some more today.


Peter Wilhelm wrote:

Retcon heals:

Pete: 1d8+1
Pete: 1d8+1
Nitina: 1d8+1
Nitina: 1d8+1
Karina: 1d8+1

I'll get Karina some more today.

This should really be in the gameplay thread.


Male Human Wizard 2//Warblade 2

So, what are the reroll rules, Peter Wilhelm's angry ghost inquires? (AH)


New character, level 2//2, same options as given for initial character creation, WBL = 1000 Gold.


Male Human Wizard 2//Warblade 2

Before I go nuts, does Incarnate//Crusader sound fine? As you can see, durability is a bit of a concern for me.


I personally dislike the incarnate class extremely, so I'm leaning towards "no." Do you have a character concept to back this up, or is this designed solely to make an unkillable character? Your comment of "going nuts" leads me to worry that this character might be designed as a game breaker.


Male Human Wizard 2//Warblade 2

If we've learned anything here, it's that no character is unkillable. Some are just harder to kill than others. (Also, it's the Crusader that's pulling the weight in the defense department, at least at the low levels). Anyway, I was going for a "mortal spawn of the lower planes" vibe, but I'm just tossing ideas around right now. What in particular do you dislike about the Incarnate? Maybe there's a workaround.

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