
Drak Evren |

Though I think you would want your actions to be limited to - I grab my shield and go total defense... because do you really feel like standing up and getting AOOed back down :) (esp from that monk, eeee).

Variel Darkwalker |

GM Davachido, do I get an action this round or no? Our initiative has been kind of fluid, so I don't know if Variel healed me before "my turn" or not.
And Variel--thanks for saving my life! ;-)
Least I could do... sorry the rolls were a bit sucky

Rybal |

Nice! Level 6!
Ok, I get:
+9 HP (includes favored class)
+1 BAB
+1 Fort
+1 Ref
+1 Will
1 rank in Acrobatics, 1 Rank in Climb, 1 Rank in Intimidate, 1 Rank in Survival
Stand Firm improves to +2
Feat--Master Combatant (per our earlier discussion a couple pages back in the discussion thread) this grants:
Stand Firm improves to +3
Gain Deft Shield 1
Ready Pike usable one more time per day
Overall, not too shabby!
Good job everyone! Excited to see what our new items/bonuses are.

Rikaku |

Hey Davachido, Fly's a banned spell in this campaign right? Draconic bloodline sorcerer gets it as a bonus spell, could I maybe replace it with some other spell instead? (Though I'm not sure what offhand...)
And yeah, good work everyone! Though we haven't seen the last of this jerkface I'm sure! >:/

Malthu the Redeemed |
Updated my character. Took the mercy to remove staggered with Lay on Hands. Realized I hadn't switched my feat when I realized Malthu didn't qualify for Precise Strike, so he's taking Outflank, just in case Drak still wants to go that route next level. If he doesn't, I'll figure something out.
Also realized Malthu still didn't get himself a mount yet - I'll have to remember to do that sometime.

Davachido |

@Rikaku: Yes it's fine to replace it with something else, let's see if I can come up with something.
All of these function somewhat similarly, they have a reserve pool (RP) that they can spend on abilities, a passive ability and a way to regain your points. I am not sure how balanced they are yet, just made them as interesting as I could. If you don't get or like how yours functions do say and I'll see if we can come to a compromise.
RP is restored after resting for the day as well.
They will get a little bit more powerful over time once I see how the base abilities work out.
If you gained the benefit as a magic weapon/armour it is also a +1 item, if it isn't one you gain another passive that is slightly less powerful than the first.
Unless otherwise stated activating any of the abilities are free actions that do not provoke AoO.
Feel free to look at each others stuff.
Contains 5 RP.
1 RP = Gain DR +5/- until the start of your next turn.
3 RP = Half the damage taken by an ally before splitting the damage with shield wall.
Shield wall: You may take half the damage from any attack targeting an ally within your reach.
Fight the Masses: You gain 1 temp hit point per enemy within your reach at the end of your turn.
Above the rest: You restore 1 RP if an enemy ends their turn prone in your reach.
Contains 5 RP, counts as a +1 wakizashi.
1 RP = The first square of movement this round does not count for attacks of opportunity.
3 RP = Count as Flanking until the start of your next turn.
Invisible blade: If you miss all your attacks while invisible you do not lose invisibility.
Tame the blade: You restore 2 RP for each round you end not adjacent to any enemy. An enemy must be present for this ability to work.
Contains 5 RP.
1 RP = bestow a hex that would otherwise take a standard action.
3 RP = As a standard action, bestow the same hex on every creature of the same type that you have identified with a knowledge check. The hex must normally take a standard action.
Know weakness: If you have successfully identified a creature in combat you may gain one of the following bonuses against creatures of that type. +2 to hit in melee, DCs of your hexes are at +1, gain +2 Dodge AC.
Knowledge of the ages: Once per round you may take 10 on any knowledge check even in combat.
Feed the book: Designate a creature you have identified on your turn, when that creature is slain or is defeated regain 1 RP. If that creature was a higher CR than you instead regain 3 RP. You may not have more than one designated creature at once, you may not change the creature unless the creature is defeated or has fled.
Contains 5 RP.
1 RP = Your next cold spell is affected by empower.
3 RP = Your next cold spell is affected by maximize.
Frostbite: All your cold spells if they hit or if an enemy fails a save causes them either to half their movement speed or are shaken (this is not a fear effect) for 1 round. Your choice.
Dragon's pride: For every target within the cone of breath attack regain 1 RP. Not sure if this one is good enough restore yet.
Contains 5RP, functions like a double axe +1 though appears to be a double scimitar. (You can have it be a double scimitar if you prefer)
1 RP = Increase your threat range by 2 until the start of your next turn.
3 RP = All allies within 15 ft of you gain your charisma to saves until the start of your next turn.
Light of Sarenrae: If you score a critical hit, an ally you see is restored as if affected by your lay on hands. This does not expend a charge of lay on hands.
Gift of Sarenrae: When you heal another creature regain 2 RP.

Drak Evren |

Rybal, seems like it's a pool of constantly replenishing temp HP. Pretty nifty.
Here is the problem with the blade as described. It is basically the existence of this -
Advanced Ninja Trick
Invisible Blade (Su): Whenever a ninja uses the vanishing trick ninja trick, she is treated as if she were under the effects of greater invisibility. The ninja must have the vanishing trick ninja trick before selecting this ninja trick.
with of course this -
Prerequisite: Ninja 6, Extra Trick feat
Benefit: You learn one Ninja Advanced Trick of your choice.
This trick basically makes the Pact Blade 'meh' unless one is fighting a bunch of blindsight/see invisible enemies and in that case the passive doesn't matter. My first question would be do you think using Invisible Blade (the Ninja Trick) is too powerful for an E6 game.

Rybal |

Yeah, I think the pact blade could use a boost. It would be cool if the passive let you inflict status effects with critical, like bleed, sickened, etc. 1 RP gives you Keen for a round--more synergy that way.
Drak's blade should be more offensive than defensive, IMO. It could also be cool if each successive hit on the same enemy added more static damage or something.

Rybal |

I had an idea for the pact blade--what do you guys think?
Pact Blade
Contains 5 RP, counts as a +1 wakizashi.
1 RP = The blade gains either the Keen or Ghost Touch property until the start of your next turn.
3 RP = Create a duplicate of the Pact Blade that appears in your other hand and only you can use (since Drak uses two-weapon fighting, this could be cool). This lasts until the start of your next turn.
Relentless Assault: Each time you strike the same opponent with consecutive attacks, gain a cumulative +1 bonus to attack and damage vs that opponent (caps at +3).
Culling Blade: When you confirm a critical hit, you can disperse the current bonus of relentless assault (after damage is rolled, so it still counts for that attack) to regain RPs equal to that bonus.
I think this would have a lot of synergy and plays off crit-fishing. So Drak can use 1 RP to get Keen, then 3 more to now be able to dual-wield keen wakizashis. Now he full attacks and gets a hit, hit, crit, then regains 3 RPs.
If that regain mechanism is too powerful, you could limit relentless assault to a +2 bonus, or maybe make it each consecutive round you hit ANY opponent the blade gets charged with a +1 untyped bonus (that stacks, but can only increase by one per round).

Drak Evren |

Rybal - I like your idea. If the twin costs 3 RP then the split should last a minute (the length of most combats), or it should be moved to the 1 RP slot and something else in the 3 RP slot. I actually really like the twin blade idea for a couple reasons.... Must meditate on this.
Malthu - By the wording it sounds like 18-20/x3, which is really damn nice, but the GM might have meant double threat, in which case it would be 19-20/x3 - (so basically a double weapon falcata, which is still pretty nice).
If he meant double threat range then it looks like you get the choice of
Double Scimitar - 1d6/1d6 15-20/2x
Double Orc Axe - 1d8/1d8 19-20/3x
Both of which are interesting choices. However, if the threat range is increased by 2 straight up then the choices would be -
Double Scimitar - 1d6/1d6 16-20/2x
Double Orc Axe - 1d8/1d8 18-20/3x (this would be the better pick IMO)

Davachido |

@Rybal: Temps stay until no enemies remain (in the fight) but they don't stack per say. Basically if you had 1 left and there were 3 enemies you'd go back up to 3. It's supposed to act as a small buffer each turn. You don't carry it around, like Rikaku's its a part of you now.
@Malthu: It's +2 to your threat range, so drak's second set there is the right one.
Also sorry one thing I forgot is the 3RP power should be usable as an interrupt as well.
As for the suggestion of pact blade that seems nice, though let's stick with +2 instead of keen there so it isn't more powerful than Malthu's.
As for the 3RP point suggestion he already has a +1 weapon in his main hand, I'm not sure it would benefit him that much to duplicate it. How about going with the the relentless assault?
3RP = Apply your current relentless strikes bonus as a penalty to an adjacent enemy to their AC, saves and attack until the end of your next round.

Drak Evren |

How does this look for the final blade?
Pact Blade
(Passive) Relentless Assault: Each time you strike the same opponent with consecutive attacks, gain a cumulative +1 bonus to attack and damage vs that opponent (caps at +3).
1 RP = The blade gains either an additional +1 enhancement bonus or Ghost Touch property until the start of your next turn.
3 RP = Apply your current relentless strikes bonus as a penalty to an adjacent enemy to their AC, saves and attack until the end of your next round.
Culling Blade: When you confirm a critical hit or get the killing blow, you can disperse the current bonus of relentless assault (after damage is rolled, so it still counts for that attack) to regain RPs equal to that bonus.
Reworded to work a bit more like grit/panche and the blade sucking the life to repower itself feels like the dark side of the blade to me

Drak Evren |

Also thinking about Rikaku's regen mechanic. It's a little slow now, but will pick up with a couple feats. Although making it feat dependent is prehaps a little awkward. -
Awakened Bloodline (get another breath weapon)
Then there is this feat from ultimate magic -
Sorcerous Bloodstrike
Prerequisites: Cha 13, sorcerer bloodline class feature.
Benefit: Once per day, as an immediate action upon reducing a creature to 0 or fewer hit points with one of your sorcerer spells, you can regain one usage of a sorcerer bloodline power that has a limited number of uses per day. The slain creature must have at least half as many Hit Dice as your sorcerer level. You cannot use this feat to gain another usage of a bloodline power that you have not yet used today.

Rikaku |

Since my regen is related to a breath weapon, would you consider allowing me to take some kind of "Shape Breath/Selective Breath" type feat? I only rarely wind up using the AoE effects I have because I don't want to get the party in the way of the attack. But if I had an ability to avoid allies (maybe even replacing one of the "RP" costing abilities for it) that would make me more likely to use it.
Could make it function like the Selective Channelling feat, for example. Avoid a number of people equal to your Cha mod.

Drak Evren |

How would this be as a slight redesign?
1 RP = Your next cold spell is affected by the rime metamagic.
3 RP = Your next cold spell is affected by maximize metamagic.
Controlled Breath: You have a greater control of your cone breath weapons then your kin. You may concentrate your breath weapon attack as a ray, making a ranged touch attack against a single opponent within 100', or as a line with twice the range of the cone.
Dragon's pride: For any target hit with a breath attack regain 1 RP.

Davachido |

busy day will post in the morning.
quick note on the recharge for rikaku, I wasn't quite sure on what to make it. I contemplated whenever rikaku attacked with his claws or something, or forced a concentration check when there are multiple mobs around. Trying to get him into the thick of things, sort of risk/reward.
I don't mind drak's slight redesign though. Which would you prefer though Rikaku, having the rime effect sometimes or frostbite all the time. I don't mind whichever you go with. Though yes I wouldn't mind effectively an epic feat that functions like you say if you prefer to go with the frostbite passive.

Variel Darkwalker |

I am in the middle of my shit valley atm - will be more active from next week. I haven't thought much on Variels boon but I love your innovative approaches to game mechanics etc.

Rikaku |

Hmm... I really prefer the Rime metamagic to the Empower metamagic which makes me lean towards Drak's idea. Rime is really cool because it also gives bonus effects against spellcasters and such as well as penalties to AC and movement. Very well rounded metamagic.
Still need to level Rikaku up, been really busy lately with assignments and picking up a few too many short-term PFS games so haven't had a chance... will do that ASAP.

Davachido |

Contains 5 RP.
1 RP = Gain DR +5/- until the start of your next turn.
3 RP = Half the damage taken by an ally before splitting the damage with shield wall.
Shield wall: You may take half the damage from any attack targeting an ally within your reach.
Fight the Masses: You gain 1 temp hit point per enemy within your reach at the end of your turn.
Above the rest: You restore 1 RP if an enemy ends their turn prone in your reach.
Contains 5 RP, counts as a +1 wakizashi.
1 RP = The blade gains either an additional +1 enhancement bonus or Ghost Touch property until the start of your next turn.
3 RP = Apply your current relentless strikes bonus as a penalty to an adjacent enemy to their AC, saves and attack until the end of your next round.
Relentless Assault: Each time you strike the same opponent with consecutive attacks, gain a cumulative +1 bonus to attack and damage vs that opponent (caps at +3).
Culling Blade: When you confirm a critical hit or get the killing blow, you can disperse the current bonus of relentless assault (after damage is rolled, so it still counts for that attack) to regain RPs equal to that bonus.
Contains 5 RP.
1 RP = bestow a hex that would otherwise take a standard action.
3 RP = As a standard action, bestow the same hex on every creature of the same type that you have identified with a knowledge check. The hex must normally take a standard action.
Know weakness: If you have successfully identified a creature, in combat you may gain one of the following bonuses against creatures of that type. +2 to hit in melee, DCs of your hexes are at +1, gain +2 Dodge AC.
Knowledge of the ages: Once per round you may take 10 on any knowledge check even in combat.
Feed the book: Designate a creature you have identified on your turn, when that creature is slain or is defeated regain 1 RP. If that creature was a higher CR than you instead regain 3 RP. You may not have more than one designated creature at once, you may not change the creature unless the creature is defeated or has fled.
Contains 5 RP.
1 RP = Your next cold spell is affected by the rime metamagic.
3 RP = Your next cold spell is affected by maximize metamagic.
Controlled Breath: You have a greater control of your cone breath weapons then your kin. You may concentrate your breath weapon attack as a ray, making a ranged touch attack against a single opponent within 100', or as a line with twice the range of the cone.
Dragon's pride: For any target hit with a breath attack regain 1 RP.
Contains 5RP, functions like a double axe +1 though appears to be a double scimitar. (You can have it be a double scimitar if you prefer)
1 RP = Increase your threat range by 2 until the start of your next turn.
3 RP = All allies within 15 ft of you gain your charisma to saves until the start of your next turn. This ability may be used as an interrupt.
Light of Sarenrae: If you score a critical hit, an ally you see is restored as if affected by your lay on hands. This does not expend a charge of lay on hands.
Gift of Sarenrae: When you heal another creature regain 2 RP.

Variel Darkwalker |

I am due to fly o/seas on short notice for a project - I will have delayed posting for the next 3 days. I hope this does not equal 'No posting' and will try to put something up.
I will do my best to keep things flowing BAU but air travel will chew the next day or so.

Malthu the Redeemed |
Assuming Malthu would be proficient in the weapon, I think I would prefer him to have the double scimitar, actually. The damage isn't as good, but I think the increased number of critical hits has more synergy with the recharge power. Not to mention it would be a more appropriate weapon for Sarenrae. So let's go with that.

Drak Evren |

GM - Would taking the Flurry of Stars ninja trick go against the feel of the game? I believe you are trying to avoid an 'Eastern' style of game. I'm just looking at a few ways to get some ranged capabilities on Drak.

Drak Evren |

That will work. Could they actually 'be' daggers? It would be a slight damage increase (from a d2 to a d4). Drak does have the quickdraw feat as well if that helps with your decision.