Whoo! Its Chilly Out Here! A Reign of Winter Campaign (Inactive)

Game Master KatsuneSage

Reign of Winter campaign run by KatsuneSage


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Female Human Staff Magus (Hexcrafter) 1

I'm quite happy with Lex as she's built, but the other classes are certainly interesting. They're more or less multiclass classes. I especially like the idea of the brawler, the guy who isn't a monk but can still punch as hard as one.


Gnome Elementalist (arcanopulser) // Investigator 1
Vitals:
HP 10/10 | AC 16 T 15 FF 14 | F +4 R +4 W +2 (+2 vs illusions, death effects) | CMD 11 MSD 12 PSD 10 | Init +2 | Perc +3
Abilities:
Hit Dice 1/1 | Spell Points 5/5 | Inspiration 4/4 (+1d6) | Studied Combat +1 (4 rounds)

I LOOOVE the Brawler class. Hunter and Shaman look cool. Slayer's AWESOME!!! Warpriest is somewhat interesting. Everything else was pretty 'meh' for me, but I can see people really liking the Bloodrager, Skald, and Swashbuckler. Arcanist is a bit disappointing, and the Investigator doesn't do anything for me.


Male Half Elven Rogue (Scout) HP: 27/27 | AC: 18, T: 14, FF: 14 | Fort: +4, Ref: +7, Will: +2 | Init: +6 | Perception: +12 (+13 for traps) | Resist 2 Cold, +8 Fort save against cold weather

Do you feel those new classes outshine others? Will you still want to play monk with the Brawler out? What about a combat focused Rogue when there is a Slayer available?


Loot | Paladin 3 | AC 16 / T 11 / FF 15 | hp 28/28 | Fort/Ref/Will +6/+4/+7 | CMB +6, CMD 17 | Per +0 | LoH 3/3 (1d6+1d6)

Add that the fact they have just released the Mythic rules... Too much on such a short time.

Katsune, why don't you simply roll 6d20+16?


Gnome Elementalist (arcanopulser) // Investigator 1
Vitals:
HP 10/10 | AC 16 T 15 FF 14 | F +4 R +4 W +2 (+2 vs illusions, death effects) | CMD 11 MSD 12 PSD 10 | Init +2 | Perc +3
Abilities:
Hit Dice 1/1 | Spell Points 5/5 | Inspiration 4/4 (+1d6) | Studied Combat +1 (4 rounds)

I play Monks for combat maneuvers, style feats, and tankiness. I'd play a Brawler if I wanted to beat things up with my bare hands. :-)

As the the Slayer, it looks like it'll make an awesome solo Assassin. Rogue's are nice for traps and teamwork feat flanking buddy shenanigans. Ninja's perfect if you want a slightly magical flavor.


Loot | Paladin 3 | AC 16 / T 11 / FF 15 | hp 28/28 | Fort/Ref/Will +6/+4/+7 | CMB +6, CMD 17 | Per +0 | LoH 3/3 (1d6+1d6)

I've taken a look at the hybrid classes and my opinion is that Pathfinder would go better without it.


Skills:
| Bluff +10 | Diplomacy +11 | Know(Arc) +11 | Know(Nob) +12 | Spellcraft +12 | Use Magic Device +10 |
Vital:
HP: 14/14, - AC: 13/T: 12/FF: 11 - Initiative: +2 - F: +1 / R: +3/ W: +4 - CMB: +1 - CMD: 13, Speed: 30
Daily Uses:
1st Level: 2/6 | Elemental Ray 6/7 | Pyrotechnics 1/1 |

I love monk and I don't think I would give a monk up for a brawler, however, I have wanted a non-lawful bruiser for a while that gets a growing damage to his fists. I didn't like the fighter archetype because it left a lot to be desired, so I think this is perfect (Unfortunately, I have built said character and he is level 3 now in PFS and I just went a different route).

I looked at Arcanist. It's cute, I like it, I think it's slightly underpowered and the thread is RAGING over how broken it is.

We did a playtest night on Tuesday night and while I don't believe that everything was NEEDED, that is the case with almost any hybrid concept. I like that many of them are the old PrCs that were never all that good, but could now see the light of day. I do wish that there was a Rogue/Wizard instead of Investigator, but I'll live because I'M BATMAN!


Gnome Elementalist (arcanopulser) // Investigator 1
Vitals:
HP 10/10 | AC 16 T 15 FF 14 | F +4 R +4 W +2 (+2 vs illusions, death effects) | CMD 11 MSD 12 PSD 10 | Init +2 | Perc +3
Abilities:
Hit Dice 1/1 | Spell Points 5/5 | Inspiration 4/4 (+1d6) | Studied Combat +1 (4 rounds)

Exactly! For the most part, they're rather niche classes, so I don't have a problem with any. Although the Rogue appears to gradually being phased out. Between the Ninja/Slayer/Investigator/Archaeologist Bard, people don't seem to play a straight (unarchetyped) Rogue anymore (at least in my experience). :-(


Male Half Elven Rogue (Scout) HP: 27/27 | AC: 18, T: 14, FF: 14 | Fort: +4, Ref: +7, Will: +2 | Init: +6 | Perception: +12 (+13 for traps) | Resist 2 Cold, +8 Fort save against cold weather

Lets be honest, with the introduction of Archetypes, very few people play an unarchetyped class at all.


Loot | Paladin 3 | AC 16 / T 11 / FF 15 | hp 28/28 | Fort/Ref/Will +6/+4/+7 | CMB +6, CMD 17 | Per +0 | LoH 3/3 (1d6+1d6)

I would say that people only play the regular rogue in case they just began Pathfinder, and do not know there are other choices. Otherwise there's always something better to go with.

The slayer talents do not seem powerful enough to me (like the ones the rogue has), and the Sneak Attack suffers a major decrease, but BAB goes to full, so yeah, it is somehow balanced, but I'm not sure I would play one. Maybe one day.

BTW Elxurian is archetyped with the Cookie Creator archetype.


Skills:
| Bluff +10 | Diplomacy +11 | Know(Arc) +11 | Know(Nob) +12 | Spellcraft +12 | Use Magic Device +10 |
Vital:
HP: 14/14, - AC: 13/T: 12/FF: 11 - Initiative: +2 - F: +1 / R: +3/ W: +4 - CMB: +1 - CMD: 13, Speed: 30
Daily Uses:
1st Level: 2/6 | Elemental Ray 6/7 | Pyrotechnics 1/1 |

That's certainly true for some classes, especially rogues. In fact, I have only ever seen one rogue in PFS that can do all the disable tricks. On the other hand, I have seen tons of non-rogues that can...go figure.


Overseer of the Lands Controller of the Universe

Yeah, Im templating these guys up. You are annihilating them.


Gnome Elementalist (arcanopulser) // Investigator 1
Vitals:
HP 10/10 | AC 16 T 15 FF 14 | F +4 R +4 W +2 (+2 vs illusions, death effects) | CMD 11 MSD 12 PSD 10 | Init +2 | Perc +3
Abilities:
Hit Dice 1/1 | Spell Points 5/5 | Inspiration 4/4 (+1d6) | Studied Combat +1 (4 rounds)

Yeah, and the really sad thing is that like half the classes get Trapfinding now, so from a pure optimization standpoint, there's really no reason to play a Rogue at all (except for a Knifemaster Scout). DOES NOT LIKE!


Male Half Elven Rogue (Scout) HP: 27/27 | AC: 18, T: 14, FF: 14 | Fort: +4, Ref: +7, Will: +2 | Init: +6 | Perception: +12 (+13 for traps) | Resist 2 Cold, +8 Fort save against cold weather

That's actually one of the reasons I made a rogue for this campaign, it needed some love and I wanted to prove it isn't a detriment to the team.

While I could be wrong, I'd like to think I haven't been slowing ya'll down!


Loot | Paladin 3 | AC 16 / T 11 / FF 15 | hp 28/28 | Fort/Ref/Will +6/+4/+7 | CMB +6, CMD 17 | Per +0 | LoH 3/3 (1d6+1d6)

But you're not a vanilla rogue, you're a scout!


Gnome Elementalist (arcanopulser) // Investigator 1
Vitals:
HP 10/10 | AC 16 T 15 FF 14 | F +4 R +4 W +2 (+2 vs illusions, death effects) | CMD 11 MSD 12 PSD 10 | Init +2 | Perc +3
Abilities:
Hit Dice 1/1 | Spell Points 5/5 | Inspiration 4/4 (+1d6) | Studied Combat +1 (4 rounds)

And you've been awesome this far. :-) While Pathfinder's made them pretty much redundant, a well-built Rogue played by an experienced player is always nice to have around. It's actually my favorite class (second only to the also-unappreciated Monk).


Male Half Elven Rogue (Scout) HP: 27/27 | AC: 18, T: 14, FF: 14 | Fort: +4, Ref: +7, Will: +2 | Init: +6 | Perception: +12 (+13 for traps) | Resist 2 Cold, +8 Fort save against cold weather

Yes, I am a Scout, but I was talking about Rogues in general for my last post.

I too like Monks. And Clerics/Inquisitors. Probably my 4 favorite classes. Though, I do dip fighter a lot, but I seldom stay with it for long.


Loot | Paladin 3 | AC 16 / T 11 / FF 15 | hp 28/28 | Fort/Ref/Will +6/+4/+7 | CMB +6, CMD 17 | Per +0 | LoH 3/3 (1d6+1d6)

Thinking about it, I would say every class pleases me, aside from alchemist, cavalier and druid.

Rogue is probably my favored, tough, and the one I use most of the time.


Male Half Elven Rogue (Scout) HP: 27/27 | AC: 18, T: 14, FF: 14 | Fort: +4, Ref: +7, Will: +2 | Init: +6 | Perception: +12 (+13 for traps) | Resist 2 Cold, +8 Fort save against cold weather

Gunslinger and the orientals are right out for me. I've never been a fan of arcane casters in general, so I've never played one I'm happy with. Druids are Meh, and I'm not a fan of the Paladin code and that your abilities are based on someone elses perception of your RP. Barbs/Bards/Rangers are fine, but I like other things better.

on APG classes, Cavalier and Summoner are my bottom two, followed by Witch and Alchemist. Oracle is pretty solid, and it's nice to see something other than haunted.


Gnome Elementalist (arcanopulser) // Investigator 1
Vitals:
HP 10/10 | AC 16 T 15 FF 14 | F +4 R +4 W +2 (+2 vs illusions, death effects) | CMD 11 MSD 12 PSD 10 | Init +2 | Perc +3
Abilities:
Hit Dice 1/1 | Spell Points 5/5 | Inspiration 4/4 (+1d6) | Studied Combat +1 (4 rounds)

Yeah, everyone picks either Haunted, Tongues, or Legalistic. If I'd gone the pure caster route, I'd have gone with Blackened. That's a really fun one. :-)

And my top classes are, Ninja (take away the eastern flavor and it's just a combat Rogue without trapfinding), Maneuver Master Monk, and Wizard (evoker or necromancer - usually with a one-level dip in Tattooed Sorcerer for the familiar buff/free feat). I do love me some multiclassing, though - especially to make crazy concept characters.


Loot | Paladin 3 | AC 16 / T 11 / FF 15 | hp 28/28 | Fort/Ref/Will +6/+4/+7 | CMB +6, CMD 17 | Per +0 | LoH 3/3 (1d6+1d6)

Oh yes, I forgot to add that I HATE gunslingers.

Shadow Lodge

I have a lame oracle and a blackened oracle who plays up the burned aspect that holding weapons hurts him, so that is why he gets a negative to attacks. Love them both (the lame one, in all fairness, is a 1 level dip because Oracles are sick) and I'm looking at a Lunar Oracle with WolfScarred.


Overseer of the Lands Controller of the Universe

I played a deaf oracle in a RotR game. Everyone hated me, but I loved playing it. :)


Gnome Elementalist (arcanopulser) // Investigator 1
Vitals:
HP 10/10 | AC 16 T 15 FF 14 | F +4 R +4 W +2 (+2 vs illusions, death effects) | CMD 11 MSD 12 PSD 10 | Init +2 | Perc +3
Abilities:
Hit Dice 1/1 | Spell Points 5/5 | Inspiration 4/4 (+1d6) | Studied Combat +1 (4 rounds)

@Grimkell: regarding switching classes, I think you'd be more effective staying how you are. Skalds lose all bardic performances in exchange for letting allies rage. Since you can't cast spells when raging, I don't see myself, Karyne, or Lex wanting this. Since you can't use Dex-based skills when raging, I don't see Llyr wanting this since he won't be able to Acrobatics around the battlefield. Meanwhile, inspire courage is universally appreciated. :-)

Of course, I can't speak for any of the other players, just giving my 2cp.


Loot | Paladin 3 | AC 16 / T 11 / FF 15 | hp 28/28 | Fort/Ref/Will +6/+4/+7 | CMB +6, CMD 17 | Per +0 | LoH 3/3 (1d6+1d6)

Actually you can use acrobatics:

While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

Anyway, Elxurian would love to rage relentlessly.
I just morphed my recently made oracle into a Shaman, and it does look underpowered, and I'll assure you it will get worst. Have you taken a look at the Shaman Hexes? There not a single Hex type with at least two good abilities...


Gnome Elementalist (arcanopulser) // Investigator 1
Vitals:
HP 10/10 | AC 16 T 15 FF 14 | F +4 R +4 W +2 (+2 vs illusions, death effects) | CMD 11 MSD 12 PSD 10 | Init +2 | Perc +3
Abilities:
Hit Dice 1/1 | Spell Points 5/5 | Inspiration 4/4 (+1d6) | Studied Combat +1 (4 rounds)

Oh yeah, forgot about that. *sheepish grin*

Yeah, the Shaman didn't do anything about me, but it's not as bad as the Warpriest. :-)


Loot | Paladin 3 | AC 16 / T 11 / FF 15 | hp 28/28 | Fort/Ref/Will +6/+4/+7 | CMB +6, CMD 17 | Per +0 | LoH 3/3 (1d6+1d6)

I just complained about this at another thread, so I'll add it here once more. This is the "Greater Spirit" ability the Shaman with the Life Spirit gains, at 8th level:

Healer’s Touch (Su): With a touch of her hand, a shaman
can touch a dying creature to stabilize it without the need
of a Heal check. She can affect up to 6 people as standard
action. Furthermore, a shaman gains a +4 bonus on Heal
checks.

I looked that and said "Hey, that is a very interesting ability! For a level 1 cleric with a 10 point-buy!"
What the heck are these people doing?


Gnome Elementalist (arcanopulser) // Investigator 1
Vitals:
HP 10/10 | AC 16 T 15 FF 14 | F +4 R +4 W +2 (+2 vs illusions, death effects) | CMD 11 MSD 12 PSD 10 | Init +2 | Perc +3
Abilities:
Hit Dice 1/1 | Spell Points 5/5 | Inspiration 4/4 (+1d6) | Studied Combat +1 (4 rounds)

OMG! Now I don't have to take the Sacred Touch trait! So incredible! *end sarcasm*


Skills:
| Bluff +10 | Diplomacy +11 | Know(Arc) +11 | Know(Nob) +12 | Spellcraft +12 | Use Magic Device +10 |
Vital:
HP: 14/14, - AC: 13/T: 12/FF: 11 - Initiative: +2 - F: +1 / R: +3/ W: +4 - CMB: +1 - CMD: 13, Speed: 30
Daily Uses:
1st Level: 2/6 | Elemental Ray 6/7 | Pyrotechnics 1/1 |

Yeah, Life Spirit needs some love since the level 8 Battle is better for healing. That said, I think that the Shaman will OFTEN be splashed by monks as it gives them some nifty spells AND gives Wis to Armor. I have seen some people who I trust who think the Shaman is sickeningly good, I have to dig into it, but right now I'm focused on the two I am most excited by, conceptually, Arcanist and Swashbuckler.

Warpriest is horrific in so many ways. So bad.


Gnome Elementalist (arcanopulser) // Investigator 1
Vitals:
HP 10/10 | AC 16 T 15 FF 14 | F +4 R +4 W +2 (+2 vs illusions, death effects) | CMD 11 MSD 12 PSD 10 | Init +2 | Perc +3
Abilities:
Hit Dice 1/1 | Spell Points 5/5 | Inspiration 4/4 (+1d6) | Studied Combat +1 (4 rounds)

You've seen the Arcanist revision info, right? It's going to be a walking Rod of Absorption. :-D


Skills:
| Bluff +10 | Diplomacy +11 | Know(Arc) +11 | Know(Nob) +12 | Spellcraft +12 | Use Magic Device +10 |
Vital:
HP: 14/14, - AC: 13/T: 12/FF: 11 - Initiative: +2 - F: +1 / R: +3/ W: +4 - CMB: +1 - CMD: 13, Speed: 30
Daily Uses:
1st Level: 2/6 | Elemental Ray 6/7 | Pyrotechnics 1/1 |

The tease without the release? Yes, I have. Tell me about something and then not let me have it? Jerks.(I say this with love, because I absolutely LOVE what they are teasing and can't wait for it, so I has the sad)


Gnome Elementalist (arcanopulser) // Investigator 1
Vitals:
HP 10/10 | AC 16 T 15 FF 14 | F +4 R +4 W +2 (+2 vs illusions, death effects) | CMD 11 MSD 12 PSD 10 | Init +2 | Perc +3
Abilities:
Hit Dice 1/1 | Spell Points 5/5 | Inspiration 4/4 (+1d6) | Studied Combat +1 (4 rounds)

I feel the same. Arcanist was the class I was most interested in (love me some spellcasters), and I was quite disappointed with the first draft. This "magic deconstructer thing" sounds absolutely incredible.


Male Half Elven Rogue (Scout) HP: 27/27 | AC: 18, T: 14, FF: 14 | Fort: +4, Ref: +7, Will: +2 | Init: +6 | Perception: +12 (+13 for traps) | Resist 2 Cold, +8 Fort save against cold weather

I'm worried they may make it TOO powerful. Spellcasters are already some potent classes, and it can be a fine line between good and balanced, and OMG borked.


Female Human Staff Magus (Hexcrafter) 1

Back on the topic of this game, I'm also interested to see what Lex managed to find out about both the unholy symbol and if she correctly identified the cloak. The Spellcraft DC for that sort of thing is usually 15+caster level of the item in question.


Skills:
| Bluff +10 | Diplomacy +11 | Know(Arc) +11 | Know(Nob) +12 | Spellcraft +12 | Use Magic Device +10 |
Vital:
HP: 14/14, - AC: 13/T: 12/FF: 11 - Initiative: +2 - F: +1 / R: +3/ W: +4 - CMB: +1 - CMD: 13, Speed: 30
Daily Uses:
1st Level: 2/6 | Elemental Ray 6/7 | Pyrotechnics 1/1 |

I tend to prefer either casters or dex-based combatants (Which is why I have a Kensai Bladebound Magus using a scimitar), but I will say there are things in this playtest that have surprised me how much I like and I have a hard time deciding on a concept.


Sorry to have abandonned this conversation on the new classes (I did not notice the replies).

Soooo... my position still stands on the liking them when they fit the type of character I have in mind, otherwise meh.

Thus, the only real objection to the Skald is from Nev and Lex(who would not benefit from it much, although, let's see what the developpers change next week and Karyne who would not benefit from it at all, a minor setback since she barely benefits from inspire courage).

I see the main issue being unable to cast during battle, although the developpers are suggesting that character might exit the rage when they want... which would slightly fix the problem.

So, I decided to build Grimkell in both classes on paper (up to level 12). Result are: Grimkell becomes much more usefull in combat. Also, weird abitilies like versatile performance, which don't fit him, disappear.

Cool stuff: access to the spirit totem tree (not the best, but the coolest for how I see him). Also, access to disruptive feat for everyone and spell breaker.

The downside: lesse skill versatiliy, which does not really bother me.


For the cloak, I was certain Karyne had no resistance. Didn't she get highly damaged from the cold once?


Male Half Elven Rogue (Scout) HP: 27/27 | AC: 18, T: 14, FF: 14 | Fort: +4, Ref: +7, Will: +2 | Init: +6 | Perception: +12 (+13 for traps) | Resist 2 Cold, +8 Fort save against cold weather

She's a Aasimar, and commented the only way to damage her was on a 6, since she has resist 5.

honestly, Lex should have it since she needs the resistance to cold, and the +armor will help her being in melee.


Skills:
| Bluff +10 | Diplomacy +11 | Know(Arc) +11 | Know(Nob) +12 | Spellcraft +12 | Use Magic Device +10 |
Vital:
HP: 14/14, - AC: 13/T: 12/FF: 11 - Initiative: +2 - F: +1 / R: +3/ W: +4 - CMB: +1 - CMD: 13, Speed: 30
Daily Uses:
1st Level: 2/6 | Elemental Ray 6/7 | Pyrotechnics 1/1 |

The damage was retconned because we weren't sure if the cold resist was going to work against it. When it did, Karyne took nothing.


Female Human Staff Magus (Hexcrafter) 1

In character, Lex does want it, but she's got a weird idea about treasure. She already claimed one piece, but she doesn't want to seem greedy taking another before everyone else gets a turn to pick.


I'm sure someone will force it upon here soon enough!


Gnome Elementalist (arcanopulser) // Investigator 1
Vitals:
HP 10/10 | AC 16 T 15 FF 14 | F +4 R +4 W +2 (+2 vs illusions, death effects) | CMD 11 MSD 12 PSD 10 | Init +2 | Perc +3
Abilities:
Hit Dice 1/1 | Spell Points 5/5 | Inspiration 4/4 (+1d6) | Studied Combat +1 (4 rounds)

Whispers is working through finals this week and next. She'll update if she has time, but things will be spotty at best for the next two weeks. Just giving you guys a heads-up. :-)


Loot | Paladin 3 | AC 16 / T 11 / FF 15 | hp 28/28 | Fort/Ref/Will +6/+4/+7 | CMB +6, CMD 17 | Per +0 | LoH 3/3 (1d6+1d6)

Thanks Nev. Wish her the best luck.


Agreed, wish her luck.


Male Half Elven Rogue (Scout) HP: 27/27 | AC: 18, T: 14, FF: 14 | Fort: +4, Ref: +7, Will: +2 | Init: +6 | Perception: +12 (+13 for traps) | Resist 2 Cold, +8 Fort save against cold weather

I just thought you all should get a sneak preview of our arch nemesis, courtesy of Disney, Elsa or Elvanna?


You think Elvanna will sing to the group when they meet? That would be pretty cool (it would not destroy the mood of the battle at all).


Male Half Elven Rogue (Scout) HP: 27/27 | AC: 18, T: 14, FF: 14 | Fort: +4, Ref: +7, Will: +2 | Init: +6 | Perception: +12 (+13 for traps) | Resist 2 Cold, +8 Fort save against cold weather

A: it's a kickass song
B: I think she can snap her fingers and do anything she wants to us, from creating ice clothing to erecting a giant ice fortress in less than 2 minutes.
c: Idina Menzel

:p


Skills:
| Bluff +10 | Diplomacy +11 | Know(Arc) +11 | Know(Nob) +12 | Spellcraft +12 | Use Magic Device +10 |
Vital:
HP: 14/14, - AC: 13/T: 12/FF: 11 - Initiative: +2 - F: +1 / R: +3/ W: +4 - CMB: +1 - CMD: 13, Speed: 30
Daily Uses:
1st Level: 2/6 | Elemental Ray 6/7 | Pyrotechnics 1/1 |

My wife actually complained about that song and I was like, "You don't hire Idina Menzel and not let her rip it, Disney or not."


Gnome Elementalist (arcanopulser) // Investigator 1
Vitals:
HP 10/10 | AC 16 T 15 FF 14 | F +4 R +4 W +2 (+2 vs illusions, death effects) | CMD 11 MSD 12 PSD 10 | Init +2 | Perc +3
Abilities:
Hit Dice 1/1 | Spell Points 5/5 | Inspiration 4/4 (+1d6) | Studied Combat +1 (4 rounds)

That was pretty awesome. :-) One more week, then finals will be done....


Overseer of the Lands Controller of the Universe

Hey guys.

Because it is a very strong possibility I will fail chemistry despite my best efforts, I am studying my ass off. I am so sorry I have been gone for so long, but after next week, its up to the professor. Pray for me and send me good vibes, because I am sinking in a sea of stress.

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