Ancient Dragon Master's Untitled Campaign

Game Master Ancient Dragon Master

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... Is there any chance of getting my questions answered today? Or do I have to wait until tomorrow? I don't mind, I would just like to know.


The boards ate my post.

You cannot have a intelligent mutation or be a war kineticist.

The burn resistance armor quality is allowed, The Robe of elemental resistance is allowed, Vambraces of Overflowing power are allowed. All the others I am on the fence about.

The golem armor does not grant immunity to mind-affecting affects.

Current list of 3PP:

Body Wraps of Kinetic Fist
Aura moderate transmutation; CL 6th
Slot body; Price 4,000 gp (normal), 6,000 gp (layering); Weight 4 lbs
Description
These long translucent wraps seem to contour to the wearer’s body, clinging to the form of their wearer. If the wearer of this robe possesses the kinetic fist form infusion, the burn cost for that wild talent is reduced by 1. A layering body wraps of kinetic fist can be worn over another body slot item and still provide its effect.

Burn Shard
Aura moderate transmutation; CL 8th
Slot none; Price 8,000 gp (lesser), 32,000 gp (greater); Weight —
Description
This small sliver of crystal is completely translucent, although when attuned it flickers with a weak glow. A creature must attune themselves to a burn shard over 24 hours to use it. After a burn shard has been attuned, once per day it can accept 1 point of burn in place of its owner. A greater burn shard can instead accept 2 points of burn per day. A creature can only attune themselves to one burn shard at a time.

Crown of Focused Power
Aura moderate transmutation; CL 9th
Slot head; Price 7,000 gp (normal), 20,000 gp (greater); Weight 3 lbs
Description
This ornate silver crown seems to have a streak of gold that runs through the length of it, and a four pointed gem adorning the front of it that glows when charged. When its wearer uses the gather power class feature, they can choose to store that power inside of the crown of focused power for up to 24 hours.
While the crown is charged, the kineticist increases the bonus to attack from
elemental overflow by 2, although they cannot use their gather power class feature. As a free action while making an attack with their kinetic blast, the wearer can discharge the crown’s power, reducing the total burn cost of their blast by 1.
A greater crown of focused power increases the bonus from elemental over-flow by 4 and when discharged can reduce the total burn cost of the wearer’s blast by 2.

Crystal of Elemental Knowledge
Aura strong transmutation; CL 15th
Slot none; Price 1,000 gp (1st), 4,000 gp (2nd), 9,000 gp (3rd), 16,000 gp (4th), 25,000 gp (5th), 36,000 gp (6th), 49,000 gp (7th), 64,000 gp (8th), 81,000 gp (9th); Weight —
Description
This small crystal is the size of a child’s fist covered in eldritch runes, glowing in different shades depending on the element held within. Each crystal of elemental knowledge contains knowledge of one spell-like utility wild talent (such as wings of air or quenching infusion) which can be determined by examining the crystal for 1 minute with a successful DC 15 Spellcraft check.
If a creature with the utility wild talent class feature spends 24 hours attuning themselves to a crystal, they can use the contained utility wild talent as long as they would normally be able to select it (this item will not let a 1st level pyrokineticist learn kinetic healer or eruption).
A creature cannot use a utility wild talent gained from a crystal as a prerequisite to take another utility wild talent and can only be attuned to 1 crystal at a time. If a creature has the expanded element class feature, they can attune themselves to an additional crystal for each time they have gained that class feature.

Ring of Elemental Strength
Aura moderate transmutation; CL 10th
Slot ring; Price 5,000 gp (simple), 10,000 gp (composite); Weight —
Description
This simple pale stone sits atop a plain steel band, flickering every so often with unknown power. When worn by a creature who possesses a kinetic blast, add 1 damage to each damage die their simple blast deals. Stronger versions can also augment a creature’s composite blast as well as their simple blast.

Teardrop Ioun Stone
Aura strong evocation; CL 12th
Slot none; 10,400 gp (normal);
Weight —
Description
This stone is capable of increasing the damage dealt by a kineticist’s kinetic blast wild talents, with the enhanced element depending upon the color as noted below. The normal variant treats the kineticist as two levels higher for the purpose of using kinetic blasts of the stone’s associated element, stacking with other effects that would increase effective kineticist levels for this purpose.

Aether: Clear. Air: White. Earth: Green. Fire: Red. Water: Blue Wood: Brown Void: Black

This nondescript white robe hangs low on the wearer, appearing ordinary and a bit plain. The garment only shows its true nature upon the wearer accepting burn, flashing a deep vibrant red before fading back into its plain white hue. If the wearer accepts burn, they are instantly granted temporary hit points equal to 1⁄2 the amount of damage they suffered from accepting burn (minimum 1). Temporary hit points from this item stack with those gained from itself and wild talents and last for 24 hours or until lost, whichever comes first.


Ah right. Always annoying when the board monster noms a post. Pity I can't be a War Kineticist, the Battle Burn ability was nice... ah well.

I wasn't asking if the Golem Armour grants mind-affecting immunity. I was asking that if I grab an Iron Golem, which has Spell Immunity - save for electricity and rust spells - and turns it into Construct Armour. Do I gain that Spell Immunity for targeted spells vs me? From what I've read online, there's a lot of debate about that. They agree that AoE spells still splash on you, but targetted spells are up to a significant degree of debate. Being that by targetting you, they're targetting the golem, and the golem's spell immunity is passive, not active.

Don't need the Body Wraps of Kinetic Fist btw.

Also. When you say this:

Ancient Dragon Master wrote:
magnorun wrote:
2) Is that 200,000GP limit-per-crafting-feat based on an items market price or construction price?
Construction Price.

Is that before, or after price reduction modifiers such as Spark of Creation?


Also, sorry for the double post. But a few important questions to ask:

Say I like the Beaststrike Club. Say I like the Rending Claw Blade. If I give the Club Transformative, and Rending Claw Greater Transformative so that they can now be the same weapon, like a longsword or a battle axe. Can I then merge the two weapons to get a weapon that has both of the abilities unique abilities? And if I can, would I reduce the price of the combined item by -2k due to the overlapping +1 flat enchantment?

Secondly, I'm using Focused Overseer in conjunction with the Downtime rules to reduce the amount of gold I have to pair for magical items. Would this also apply to the 200k limit per Crafting Item? Or would I have to calculate without that reduction?

And third me. How are we doing buffs again? We have 1 minute+ buffs running already, and then can take as many rounds we want to activate 1 round/level buffs?


Fury of the Tempest wrote:

Also, sorry for the double post. But a few important questions to ask:

Say I like the Beaststrike Club. Say I like the Rending Claw Blade. If I give the Club Transformative, and Rending Claw Greater Transformative so that they can now be the same weapon, like a longsword or a battle axe. Can I then merge the two weapons to get a weapon that has both of the abilities unique abilities? And if I can, would I reduce the price of the combined item by -2k due to the overlapping +1 flat enchantment?

You could combine them, yes. The second item would cost x1.5 gp. You also wouldn’t need to add transformative and greater to combine them.

Fury of the Tempest wrote:
Secondly, I'm using Focused Overseer in conjunction with the Downtime rules to reduce the amount of gold I have to pair for magical items. Would this also apply to the 200k limit per Crafting Item? Or would I have to calculate without that reduction?

Where does it say that you can use magic capital to decrease the cost of magic items?

Fury of the Tempest wrote:
And thirdly. How are we doing buffs again? We have 1 minute+ buffs running already, and then can take as many rounds we want to activate 1 round/level buffs?

You have any buffs that last three hours or more active, all others have to be cast.


Fury of the Tempest wrote:
I wasn't asking if the Golem Armour grants mind-affecting immunity. I was asking that if I grab an Iron Golem, which has Spell Immunity - save for electricity and rust spells - and turns it into Construct Armour. Do I gain that Spell Immunity for targeted spells vs me? From what I've read online, there's a lot of debate about that. They agree that AoE spells still splash on you, but targetted spells are up to a significant degree of debate. Being that by targetting you, they're targetting the golem, and the golem's spell immunity is passive, not active.

No.

Fury of the Tempest wrote:
Also. When you say this:
Ancient Dragon Master wrote:
magnorun wrote:
2) Is that 200,000GP limit-per-crafting-feat based on an items market price or construction price?
Construction Price.
Is that before, or after price reduction modifiers such as Spark of Creation?

After.

Item price/2 (Written construction price) - any reductions in price = final construction price


3 hours? Damn... and every round we use use for buffing, is a round that the enemy can also use for buffing... which can be an issuse, I have a lot of buffs... Mutagen, Extracts, Potions...

And no Spell Immunity huh? Guess I'll give the Animated Object another look to see how many HD I can give it... No Transformative and After any modifiers is certainly good to hear!

Anyway, to answer your question:

Purchases: If you would rather spend gold than attempt checks to earn other types of capital, use the values listed in the Purchased Cost column of the Capital Values table. Although you can't sell capital, you can use it for its listed Purchased Cost as payment toward any applicable downtime activity that requires you to spend gp. For example, if you are brewing a potion, you can spend 1 point of Magic toward the cost of the materials needed to make the potion as if that point were equal to 100 gp.

Ergo, Earn Money with Focused Overseer, gaining 1 magic per 25gp, then spend that Magic Capitial, gathering the materials for magical items, with 1 Magic Capital being worth 100 gold towards the materials. Which yes, gives me a 4x multiplier for gold.

Now I think the 4x multiplier will actually be allowed in this game, everyone has access to it (or a x2 multiplier without the feat), this is a one-shot and we are going against a CR 5 level 20 wizard... but I didn't want to just spring this on you, and I want to know how it interacts with the cap.


You are still technically paying 100gp so I wouldn’t count this as a reduction in construction price (the 100, not the 25 applies to the gp limit on crafting items).

One thing I ask is that you total up the time spent crafting and earning capital (in case it takes so long you would have incurred age penalties).


Right, I thought that might be the case. Good thing I've been keeping a record of how much each item costs as a base construct level, base +Richard reductions and base with pr & capital.

Time isn't something I had considered through... So I'll have to calculate that as well... but it shouldn't be that bad...

Now all I got to do is wait for the rest of the 3PP Items to be given a Green Light or a Red Light.


Of anybody has questions I didn’t answer feel free to repost them.


Well, I do have a question... it's not likely going to be relevant. As the Construct Armour with Improved Energy Resistance x4 is incredibly expensive, so I'm not going to have enough gold left over for a Terra-cotta Soldier Squad...

But I am curious. How would firearms be ruled in this game?


Fury of the Tempest wrote:

Well, I do have a question... it's not likely going to be relevant. As the Construct Armour with Improved Energy Resistance x4 is incredibly expensive, so I'm not going to have enough gold left over for a Terra-cotta Soldier Squad...

But I am curious. How would firearms be ruled in this game?

Normally. No changes from what UC put out.


So.... Emerging Firearms?


Fury of the Tempest wrote:
So.... Emerging Firearms?

Yes.


So I know I'm late to this, but I think there's still time to come up with something.

I want to ask: How would a Kineticist's (Specifically Kinetic Knight) Kinetic Blade interact with the Swashbuckler's stuff? Swashbuckler wants a light or one-handed piercing weapon - Earth, Telekinetic, and Wood all have piercing as an option for their damage type. Would those two interact favorably, and allow the Swashbuckler bonuses to apply?


HedwickTheWorldly wrote:

So I know I'm late to this, but I think there's still time to come up with something.

I want to ask: How would a Kineticist's (Specifically Kinetic Knight) Kinetic Blade interact with the Swashbuckler's stuff? Swashbuckler wants a light or one-handed piercing weapon - Earth, Telekinetic, and Wood all have piercing as an option for their damage type. Would those two interact favorably, and allow the Swashbuckler bonuses to apply?

Yes, as long as the conditions are met.


Funnily enough, that was something I was toying with myself before I decided to go down the Barbarian Route and the Alchemist Route...

Very glad I went down the Alchemist Route that's for sure! Through sorry to keep on with the questions, but how exactly do I calculate the Construct Armour's HD?


Fury of the Tempest wrote:
Very glad I went down the Alchemist Route that's for sure! Through sorry to keep on with the questions, but how exactly do I calculate the Construct Armour's HD?

However many HD the base construct has.


Ancient Dragon Master wrote:
Fury of the Tempest wrote:
Very glad I went down the Alchemist Route that's for sure! Through sorry to keep on with the questions, but how exactly do I calculate the Construct Armour's HD?
However many HD the base construct has.

Sorry, badly worded: I have the HD. I do I turn the HD into Hit Points. Max like the character? Average? Something different?


Fury of the Tempest wrote:
Ancient Dragon Master wrote:
Fury of the Tempest wrote:
Very glad I went down the Alchemist Route that's for sure! Through sorry to keep on with the questions, but how exactly do I calculate the Construct Armour's HD?
However many HD the base construct has.
Sorry, badly worded: I have the HD. I do I turn the HD into Hit Points. Max like the character? Average? Something different?

I would prefer that you roll here on the boards for the constructs HP.


22d10 + 30 ⇒ (10, 1, 8, 5, 3, 8, 3, 6, 4, 2, 9, 2, 4, 1, 4, 10, 4, 2, 4, 4, 8, 5) + 30 = 137

And the average +30 is 151... So ouch. 14HP lost.

Now all I need to do is wait for the rest of the 3PP Items.


Dotting. Should be able to have something up in a day or two. I have quite a few ideas. I just cant resist Trisalt.

Grand Lodge

How's our resident divination wizard doing?


Crystal of elemental knowledge is allowed. The robe of burn conversion is allowed. The burn resistance armor quality is allowed, The Robe of elemental resistance is allowed, Vambraces of Overflowing power are allowed.

Everything else is disallowed.


Cyrstal of Elemental Knowledge and Robe of Burn Conversion... alright. Pity that neither the Ioun Stone or the Ring were allowed, as it would have been pretty nice damage boosts... whilst the Crown would give me something to use Gather Power...

But, the Robe is allowed. So getting extra THP each turn potentially is pretty damn good!


I've settled on a channel build I think. I'm going paladin/cleric/?. I'm trying to build him as an archer as well and think I may need a few extra feats. I've seen a few things that might help with that. I'm wondering if the Marksman from Dreamscarred press would be allowed.


trawets71 wrote:
I've settled on a channel build I think. I'm going paladin/cleric/?. I'm trying to build him as an archer as well and think I may need a few extra feats. I've seen a few things that might help with that. I'm wondering if the Marksman from Dreamscarred press would be allowed.

Psinocs, as well as Path of War, has been blanket banned I'm afraid.

The Exchange

I'll drop out of this since I don't think I'm doing this for the right reasons.


Just a Mort wrote:
I'll drop out of this since I don't think I'm doing this for the right reasons.

What are the wrong reasons?


Heh, it is tempting to request using the Vampire Hunter class from the Paizo/Stranger Comics World of Vampire Hunter D supplement for this tristalt recruitment (although I might go with the Lycanthrope Hunter Ranger archetype instead; just to change things up)...

Other 3pp and fanmade requests: Rogue Genius Games Time Thief and ertw's Beguiler conversion. ;)

The Exchange

Wanting to break the game is one of them. Anyway I do have other things to look into at this point of time.


Stat Block:

Alistair Goswick
Agathion-Blooded Aasimar (Idyllkin) Bard (Archaeologist) 15 | Geokineticist 15 | Paladin (Sacred Servant) 15
LG Medium Outsider (Native)
Init +9; Senses Darkvision 60', Perception +25

Defense
AC 40, Touch 20, FF 31 (9 Armor + 6 Shield + 5 Natural + 9 Dex + 1 Insight)
HP 288-60NL (15d10+138)
Current Burn: 5/11 1 Air Shroud, 4 Flesh of Stone
Fort +29, Ref +30, Will +21 (29 v. Mind-Affecting)

Defensive Abilities
Protection (Defense) Domain: +4 Resistance to saves
Flesh of Stone: DR 11/Adamantine
Steadfast Personality: +8 Will v. Mind-Affecting
Divine Grace: Cha Modifier to all saves
Aura of Courage: Immune to fear, allies within 10' get +4 Morale v. fear
Divine Health: Immune to disease
Aura of Resolve: Immune to Charm, allies within 10' get +4 Morale v. charm
Uncanny Dodge as 15th-level Rogue
Improved Evasion
Immortal Spark: +2 Knowledge (History), +2 v. Death effects
Deathless Spirit: Negative Energy Resist 5, don't lose HP from Negative levels, +2 to saves v. death/negative energy/energy drain, necromancy spells
Freedom of Movement
Life Bubble
Delay Poison
Protection from Cold 120
Protection from Evil
Spell Immunity (Slow, Blindness/Deafness, Bestow Curse, Magic Missile)

Offense
Speed Fly 60 ft, Move 30 ft, Climb 30 ft, Burrow 30 ft
Melee Kinetic Blade/Whip +30 (15 BAB+5 Elemental Overflow+9 Dex+1 Focus), Damage 8d6+13 Simple, 16d6+21 Composite
Ranged Kinetic Blast +30, Damage 8d6+21 Simple, 16d6+29 Composite
Blasts Available:
Air (Bludgeoning, Simple)
Earth (Bludgeoning, Piercing, or Slashing, Simple)
Sandstorm (Piercing and Slashing, Composite)
Metal (Bludgeoning, Piercing, or Slashing, Composite)

Possible Attack/Damage Modifiers (Not calculated into base numbers):
Arcane Strike: Swift Action, +4 Damage
Archaeologist's Luck: Swift action, +5 Luck to attacks, saves, skill checks, damage rolls
Smite Evil (3/day): Swift action, +Cha to attack, +15 Damage, bypass DR, +Cha Deflection to AC
Deadly Aim/Power Attack: -4 Attack/+8 Damage

Active Spell/Ability Effects
Elemental Overflow: +5 Attack/Damage, +4 Dex, +2 Con/Str
Life Bubble
Fly
Eaglesoul
Communal Delay Poison

Extended:
Freedom of Movement
Echolocation

Barkskin
Protection from Energy (Cold)
Heroism

Magic Circle Against Evil
Heightened Awareness
Spell Immunity

Special Attacks (That might matter)
Kineticist Infusions:
Extended Range (Form, 1 Burn, Any): Range 120'
Kinetic Blade (Form, 1 Burn, Any): Melee attack w/ blast, no Con to dmg
Entangling Infusion (Substance, 2 Burn, Earth/Sandstorm, Reflex DC 21): Save v. Entangle
Magnetic Infusion (Substance, 2 Burn, Electric/Thunderstorm): +4 for attacks w/ metal weapons for 1 round, -4 to Reflex saves v Metallic objects
Rare-Metal (Substance, 2 Burn, Metal): Overcome special-metal DR
Deadly Earth (Form, 4 Burn, Earth/Metal): 20' Radius within 120', all creatures take 1/4 damage, no save. Enter area or end turn in area = 1/2 damage, no save.
Kinetic Whip (Form, 2 Burn, Any): Melee attack w/ reach weapon, disappears at end of next turn, threatens all within reach
Blade Whirlwind (Form, 3 Burn, Any): 1 Melee attack roll v. all within reach of Kinetic Blade
[i[Whip Hurricane (Form, 4 Burn, Any):[/i] 1 Melee attack roll v. all within reach of Kinetic Whip, disappears at end of next turn

Paladin Spells Known (CL 14th; concentration +22)
1 - Shield (D), Grace x2, Hero's Defiance x2, Unbreakable Heart
2 - Barkskin (D), Fire of Entanglement, Litany of Righteousness x2, Martyr's Bargain
3 - Protection from Energy (D), Communal Delay Poison, Magic Circle Against Evil, Fires of Judgment
4 - Spell Immunity (D), Eaglesoul, King's Castle, Litany of Vengeance

Bard Spells Known (CL 15th; concentration +23)
0th (∞)- Detect Magic, Read Magic, Light, Mage Hand, Prestidigitation, Mending
1st (1/7)- Saving Finale, Feather Fall, Grease, Expeditious Retreat, Heightened Awareness, Silent Image
2nd (1/7)- Bladed Dash, Heroism, Gallant Inspiration, Glitterdust, Mirror Image, Tactical Acumen
3rd (7)- Haste, Slow, Good Hope, Invisibility Sphere, Displacement
4th (1/6)- Freedom of Movement, Dimension Door, Heroic Finale, Echolocation
5th (4)- Bard's Escape, Greater Dispel Magic, Shadow Evocation, Mass Cure Light Wounds

Non-Spell Options:
Lay On Hands (15/Day): 7d6 HP, Mercies - Sickened, Staggered, Nauseated, Stunned
Channel Energy (2 LoH): 7d6 HP
Deflection Aura: 1/day, 12 rds, 20' aura, +2 Deflection to AC/CMD
Aura of Protection: 12 rds/day, 30' aura, +2 Deflection, Resist acid/cold/electric/sonic/fire 5
Aura of Justice: 2 Smite Evil, allies within 10' get smite evil
Aura of Faith: Weapons are treated as good-aligned v. DR against enemies within 10'
Ride the Blast: Send self along with blast to destination
Gather Power (Supercharged): Move action to reduce burn cost by 2, full-round to reduce by 3
Metakinesis: 1 Burn - Empower blast, 2 Burn - Maximize Blast, 3 Burn - Quicken Blast

Statistics
Str 11, Dex 28, Con 26, Int 8, Wis 10, Cha 26

Base Atk +15; CMB +24; CMD 34

Feats
1 Toughness
3 Precise Shot
5 Ability Focus (Kinetic Blast)
7 Extra Wild Talent (Air Shroud)
9 Extra Wild Talent (Kinetic Whip)
11 Improved Precise Shot
13 Extra Wild Talent (Blade Hurricane)
15 Steadfast Personality: Use Cha instead of Wis v. Mind-Affecting Will Saves
4 Weapon Focus (Kinetic Blast)
8 Deadly Aim
Feat Tax - Power Attack, Weapon Finesse, Agile Maneuvers

Traits Fate's Favored, Magical Knack (Paladin)

Skills
Disable Device: +24 (5 ranks)
Perception: +25
Knowledge (Religion): +24
Knowledge (Arcana, Dungeoneering, Engineering, Geography, History, Local, Nature, Nobility, Planes): +10 (1 rank each)
Acrobatics: +27
Fly: +27

Relevant Special Qualities
Tremorsense: Move action, tremorsense 30' for 1 round. Can spend 1 burn to increase duration to 15 rds. Ignore miss chance v. creatures detected via Tremorsense with earth blasts
Air's Reach: Double Range of air blasts
Infusion Specialization: -4 Burn cost for Infusions
Internal Buffer: 2 Burn stored, can use 1/rd.

Equipment:
Headband of Charisma +6
Eyes of the Eagle
Belt of Dex/Con +6
+5 Light Steel Shield
Dusty Rose Prism Ioun Stone (+1 Insight to AC)
Rod of Extend Spell (Lesser) x2
Rod of Extend Spell (Standard)
+5 Burn Resistant Mithral Chain Shirt
Ring of Ferocious Action

4,500 gp remaining

Things that I have likely don't matter in combat:

Bardic Knowledge: +7 on all knowledge skills, can make untrained
Lore Master: Can take 10 on all Knowledge skills with ranks, can take 20 as standard action 2/day
Jack of All Trades: Can use any skill, even if it requires trained
Divine Bond: Holy Symbol, Standard Action, 15 min., 4 Bonuses from the following: +1 CL, +1d6 Channel, +1 LoH/Day
Clever Explorer: +7 Disable Device/Perception, can take 10 to disable, can disable magic traps
Detect Evil: At will
Elemental Whispers: Gain a familiar as a wizard
Earth Climb: Climb Speed 30'
Earth Glide: Burrow Speed 30'
Wings of Air: Constant Fly, as the spell. If dispelled, reactivate as standard
Greater Air Shroud: Life Bubble, can spend 1 burn to extend to allies
Aura of Good: 15 HD Paladin
Languages Common, Celestial
Advanced Rogue Talent (12th): Improved Evasion
Rogue Talent (4th): Weapon Focus
Rogue Talent (8th): Combat Feat (Deadly Aim)


>Lists Fly as something that won't be relevant in combat.

Dude. We're level 15. We are all going to be soaring through the skies chasing after each other lobbing fireballs!

Also. I double checked and triple checked the Kinetic Blade text. You don't lose the Con damage. Just the Elemental Overflow... which having charged up beforehand is pretty risky, that's 75 non-lethal damage your starting with. That's a good quarter of your effective health gone! Sure, +5 attack and +10 damage are decent. But not at that cost. Build it up over time during the battle, don't start with it from the outset.

Kinetic Blade:
You form a weapon using your kinetic abilities. You create a nonreach, light or one-handed weapon in your hand formed of pure energy or elemental matter. (If you’re a telekineticist, you instead transfer the power of your kinetic blast to any object held in one hand.) The kinetic blade’s shape is purely cosmetic and doesn’t affect the damage dice, critical threat range, or critical multiplier of the kinetic blade, nor does it grant the kinetic blade any weapon special features. The object held by a telekineticist for this form infusion doesn’t prevent her from using gather power.

You can use this form infusion once as part of an attack action, a charge action, or a full-attack action in order to make melee attacks with your kinetic blade. Since it’s part of another action (and isn’t an action itself), using this wild talent doesn’t provoke any additional attacks of opportunity. The kinetic blade deals your kinetic blast damage on each hit (applying any modifiers to your kinetic blast’s damage as normal, but not your Strength modifier). The blade disappears at the end of your turn. The weapon deals the same damage type that your kinetic blast deals, and it interacts with Armor Class and spell resistance as normal for a blast of its type. Even if a telekineticist uses this power on a magic weapon or another unusual object, the attack doesn’t use any of the magic weapon’s bonuses or effects and simply deals the telekineticist’s blast damage. The kinetic blade doesn’t add the damage bonus from elemental overflow.


Fury of the Tempest wrote:

>Lists Fly as something that won't be relevant in combat.

Dude. We're level 15. We are all going to be soaring through the skies chasing after each other lobbing fireballs!

Also. I double checked and triple checked the Kinetic Blade text. You don't lose the Con damage. Just the Elemental Overflow... which having charged up beforehand is pretty risky, that's 75 non-lethal damage your starting with. That's a good quarter of your effective health gone! Sure, +5 attack and +10 damage are decent. But not at that cost. Build it up over time during the battle, don't start with it from the outset.

** spoiler omitted **...

I have the fly speed listed in the stat block, I just threw the sources for a bunch of stuff in that bottom spoiler block so it didn't bog down the stuff I'll want to be looking at when things start.

Also, it's only 60 NL because of Burn Resistant armor, and starting with it isn't that bad - I have very few reasons/ways to spend burn that I can't sort out with Gather Power - At most, I have 4 Burn form infusions and 2-burn Substance infusions, which is exactly what I can get with the Infusion Specialization ability and Gather Power.

Additionally, Lay on Hands, Hero's Defiance, SILLY saves, ~50 AC after Smite and Haste, and Improved Evasion. So it should be just fine.


Eh... I guess if your going to be a ranged fighter rather than a melee fighter like myself, then Gather Power should cover the cost of any burn, even the cost of the Composite Blasts and Metakinesis

Still... 60 Non-Lethal Damage... considering the threat we are going against, I still wouldn't risk it. It is your choice though...

Actually now that I think about it... are we going to be RPing that the characters have worked together before (thus they know when X character can cover them with Y buff before the big battle or can help them get the buffs in play swiftly), or are we just a random group of guys thrown together?


You all know each other. For RP purposes you've been adventuring together from 1st level.


1 person marked this as a favorite.
Here4daFreeSwag wrote:

Heh, it is tempting to request using the Vampire Hunter class from the Paizo/Stranger Comics World of Vampire Hunter D supplement for this tristalt recruitment (although I might go with the Lycanthrope Hunter Ranger archetype instead; just to change things up)...

Other 3pp and fanmade requests: Rogue Genius Games Time Thief and ertw's Beguiler conversion. ;)

No to the time thief, considering the beguiler


Ancient Dragon Master wrote:
You all know each other. For RP purposes you've been adventuring together from 1st level.

... Didn't you say that if we're selected then crafters can say they crafted for other people, as long as they don't go over the 200kgp limit?

You do know that means they'll likely be some additions and changes to the characters afterwards, right?


1 person marked this as a favorite.
Here4daFreeSwag wrote:

Heh, it is tempting to request using the Vampire Hunter class from the Paizo/Stranger Comics World of Vampire Hunter D supplement for this tristalt recruitment (although I might go with the Lycanthrope Hunter Ranger archetype instead; just to change things up)...

Other 3pp and fanmade requests: Rogue Genius Games Time Thief and ertw's Beguiler conversion. ;)

No to the time thief, considering the beguiler.


Fury of the Tempest wrote:
Ancient Dragon Master wrote:
You all know each other. For RP purposes you've been adventuring together from 1st level.

... Didn't you say that if we're selected then crafters can say they crafted for other people, as long as they don't go over the 200kgp limit?

You do know that means they'll likely be some additions and changes to the characters afterwards, right?

yes, I am aware there will be gear changes.


Considering how powerful potions and scrolls can be at this level... that isn't exactly insignificant.

Admittedly for all I know, the opponent is permanently surrounded by an anti-magic field and will continuously spam Mage’s Disjunction at us. But I'm kinda hoping that isn't the case and instead we have to be more worried about dispelling magic rather than Mage’s Disjunction's... god I hate that spell.


Mage's Disjunction? Nah. No endless spamming there. I like to think I'm more creative than that (Besides, even my rules-exploitation have limits. Not many, to be fair, but they are there. I'd need another CR or two to work with for that. ;) )


Oh good. That means my scrolls, potions and extracts that are significant power boosts won't be eliminated right away.

I mean, I'm definitely expecting a dispell or two being thrown at us, but I'm hoping that I'll be able to keep hold of several of the essential buffs.


Ancient Dragon Master wrote:


@Loveless I knew I would forget something. Max hitpoints at every level. I’m going to say no to psionics & path of war. I’m also going to ban spheres of power. Yes to pregame crafting but only up to 200 000 gp per feat. If you get chosen you may craft for another person, staying within the gp limit.

Oh that is a shame, there is a lot of cool and exciting stuff to be had from both. Would have been an instant lock even if all triple caster characters were going to overshadow me lol.

Grand Lodge

Does pre-crafting for multiple people counts towards your total or separate pool 200,000 gp limit? Asssuming separate means a respective pool for each character.

Btw, I know one of the tricks the boss mob have that may make him a pain in the ass to deal with. ;)


Yas392 wrote:

Does pre-crafting for multiple people counts towards your total or separate pool 200,000 gp limit? Asssuming separate means a respective pool for each character.

Btw, I know one of the tricks the boss mob have that may make him a pain in the ass to deal with. ;)

Total pool per feat.

Grand Lodge

Are we counting total or crafted value of the item towards the limit?


Yas392 wrote:
Are we counting total or crafted value of the item towards the limit?

Crafted value, after any price reductions.

It's only three pages... Not hard to read.


And here is the character from Fury of the Tempest. This guy was FUN to build... almost a shame he's just for a one-shot.

Stat Block:
Dazenth, the Earth's Fury.
Kineticist | Untamed Rager Barbarian | Beastmorph Vivisectionist Alchemist
Ragebred Skinwalker
Init +7; Senses Low-Light Vision, Perception +29
--------------------
Defense
--------------------
AC 23, touch 12, flat-footed 20 (+11 armor, +3 Dex, -1 Size)
HP 300+137 (15d12+120+Construct Armour)
Fort +20, Ref +19, Will +18;
Defensive Abilities Elemental Defense: DR 7/Adamantine. Superstition +8. Indomitable Will.
--------------------
Offense
--------------------
Speed 40 ft, 50 ft Good Flight (30 ft, 40ft in armor)
Attacks The Magnum Blade. +32/+27/+22 (2d6+14/15-20/x2/10ft).
Kinetic Blast: Earth | Electricity | Metal. +24 (9d6+15/x2/120ft | 9d6+3/x2/120ft | 17d6+23/x2/120ft).
Kinetic Whip: Earth | Elec | Metal. +27/+22/+17 (9d6+15/x2/20ft | 9d6+3/x2/20ft | 17d6+23/x2/20ft).
Natural Attack Routine: +25 x6. (1d8+4/19-20/x2/10ft) x2, (1d6+4/19-20/x2/10ft) x4.
With Mutagen
The Magnum Blade. +35/+30/+25 (2d6+17/15-20/x2/10ft).
Kinetic Whip: Earth | Elec | Metal. +30/+25/+20 (9d6+15/x2/20ft | 9d6+3/x2/20ft | 17d6+23/x2/20ft).
Natural Attack Routine: +28 x6. (1d8+5/19-20/x2/10ft) x2, (1d6+5/19-20/x2/10ft) x4.
With Mutagen and Rage
The Magnum Blade. +39/+34/+29 (2d6+21/15-20/x2/10ft).
Kinetic Blast: Earth | Electricity | Metal. +24 (9d6+19/x2/120ft | 9d6+5/x2/120ft | 17d6+27/x2/120ft).
Kinetic Whip: Earth | Elec | Metal. +34/+29/+20 (9d6+19/x2/20ft | 9d6+5/x2/20ft | 17d6+27/x2/20ft).
Natural Attack Routine: +32 x6. (1d8+7/19-20/x2/10ft) x2, (1d6+7/19-20/x2/10ft) x4.
With Mutagen, Rage & Good Hope
The Magnum Blade. +44/+39/+34 (2d6+26/15-20/x2/10ft).
Kinetic Blast: Earth | Electricity | Metal. +29 (9d6+19/x2/120ft | 9d6+5/x2/120ft | 17d6+27/x2/210ft).
Kinetic Whip: Earth | Elec | Metal. +39/+34/+25 (9d6+24/x2/20ft | 9d6+10/x2/20ft | 17d6+32/x2/20ft)
Natural Attack Routine: +37 x6. (1d8+12/19-20/x2/10ft) x2, (1d6+12/19-20/x2/10ft) x4.
With Mutagen, Rage, GH & Divine Power
The Magnum Blade. +48/+48/+43/+38 (2d6+33/15-20/x2/10ft).
Kinetic Blast: Earth | Electricity | Metal. +33 (9d6+19/x2/120ft | 9d6+5/x2/120ft | 17d6+27/x2/120ft)
K.Whip: Earth | Elec | Metal +43/+43/+38/+33 (9d6+31/x2/20ft | 9d6+17/x2/20ft | 17d6+39/x2/20ft)
Natural Attack Routine: +44 x6. (1d8+19/19-20/x2/10ft) x2, (1d6+19/19-20/x2/10ft) x4.
With Mutagen, Rage, GH, DP & Strong Jaw
The Magnum Blade. +48/+48/+43/+38 (4d6+33/15-20/x2/10ft).
Natural Attack Routine: +44 x6. (2d8+19/19-20/x2/10ft) x2, (2d6+19/19-20/x2/10ft) x4.
Power Attack/Deadly Aim Modifier: -4 Attack. +8 Damage.

Special Attacks Rage (39 Rounds). Sneak Attack +8d6. Savage Dirty Trick. Witch Hunter. Come and Get Me. Spell Sunder. Magnetic Infusion. Entangling Infusion. Bowling Infusion.
Alchemist Extracts Known (CL15)
5th (DC28)—Delayed Consumption, Magic Jar, Monstrous Physique III, Overland Flight, Sending, Stoneskin, Communal.
4th (DC27)—Caustic Blood, Greater Invisibility, Fluid Form, Freedom of Movement, Monstrous Physique II, Restoration,
3rd (DC26)—Amplify Elixir, Channel Vigor, Displacement, Gaseous Form, Heroism, Monstrous Physique I
2nd (DC25)—Alchemical Allocation, Barkskin, Focused Scrutiny, Invisibility, Skinsend, Touch Injection,
1st (DC24)—Cure Light Wounds, Comprehend Languages, Endure Elements, Enlarge Person, Heightened Awareness, Long Arm, Monkey Fish, Shield, Reduce Person
--------------------
Statistics
--------------------
Str 22, Dex 16, Con 18, Int 17, Wis 14, Cha 20
Base Atk +15; CMB +15; CMD 38
Feats Combat Reflexes. Multiattack, Mad Magic, Two-Weapon Fighting, Greater Two Weapon Fighter, Deft Maneuvers, Greater Dirty Trick, Greater Trip, Extra Rage Power: Internal Fortitude, Extra Wild Talent: Celerity
Traits Fate's Favored. Spark of Creation.
Skills Craft (Alchemy), +32, Disable Device +28, Fly +28, Heal +27, Knowledge (Arcana/Nature) +28, Knowledge (Planes) +25, Perception +29, Sense motive +24, Spellcraft +28, Use Magic Device +22.
Languages Common, Sylvan, Abyssal, Infernal
SQ Kinetic Cover. Earth Climb. Tremorsense, Air’s Leap. Earth Glide. Ride the Blast. Wings of Air, Elemental Overflow +5, Gather Power (Supercharge), Metakinesis (Empower, Maximize, Quicken), Infusion Specialization: 4, Internal Buffer: 2, Throw Anything, Feral Appearance +5, Dishonorable +3.
Combat Gear Potion of Good Hope, Potion of Strong Jaw, Potion of Blade Tutors Spirit, Scroll of Spiritual Squire, Scroll of Divine Power, Enlarge Person Permanency; Other Gear 22HD Skull Ripper Construct Armour. +5, Bloodthirsty, Imp. Energy Resistance: Fire, Cold, Electricity, Acid. Burn Resistance. +1 Malevolent Adamtine Buckler of Heavy Fortification, Helm of the Mammoth Lord, Headband of Mental Prowess +6/Lesser Kineticist's Diadem Earth + Air/Headband of Havoc, Minor Cloak of Displacement, Amulet of Mighty Fists: Furyborn, Holy, Keen, Bane Baldric/Robe of Burn Conversion, Robe of Elemental Resistance +6, Belt of Physical Perfection +6/Belt of Thunderous Charging, Vambraces of Overflowing Power/Ioun Spite Braces, Poisoner’s Gloves, Ring of Freedom of Movement, Greater Ring of Inner Fortitude, Boots of Speed, Handy Haversack, Flawed Scarlet and Green Cabochon, Cracked Dusty Rose Prism, Pale Green Prisim, Wayfinder of Hidden Strength, Bountiful Bottle, Admixture Vial, Preserving Flask Level 5

Buffing Routine:
Turn 1: Move Action: Scroll of Spiritual Squire. Standard Action Active Scroll. SS: Retrieve Bountiful Bottle.
Turn 2: Full-Round Action. Poisoner's Gloves on Self. Monstrous Physique II, Barkskin+Shield. SS: Retrieve Mutagen.
Turn 3: Move Action: Withdraw Preserving Flask Level 5. Standard Action: Drink, Amplify Exilir + Alchemical Allocation. SS: Give Bountiful Bottle.
Turn 4: Standard Action: Drink Potion of Good Hope Move Action: Store Bountiful Bottle. SS: Give Mutagen.
Turn 5: Move Action: Store Preserving Flask. Standard Action: Drink Mutagen. SS: Retrieve Potion of Strong Jaw.
Potential Buffs
Turn 6: Move Action: Potion of Blade Tutor's Spirit. Standard Action: Drink Blade Tutor's Spirit. SS: Retrieve Scroll of Divine Power.
Turn 7: SS: Give Potion of Strong Jaw. Standard Action: Drink Potion of Strong Jaw. Move Action: Take 1 Burn for Tremorsense.
Turn 8: SS: Give Scroll of Divine Power. Standard Action: Scroll of Divine Power. Free Move Action?


Interesting... but I'm definitely not going to want to wait 8 rounds before opening that door; I was thinking one, maybe two rounds tops.

Char should be up in the next day or two.

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