The Night of the Krampus -- A Totally Epic, Completely Silly, and Insanely Gruesome Christmas Spectacular (Fun for the Whole Family)!!! (Inactive)

Game Master Sebecloki

Krampus is coming to town...

Battle Maps


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There's also the possibility of making a gingerbread witch and her cohort

https://www.d20pfsrd.com/classes/base-classes/witch/archetypes/paizo-witch- archetypes/gingerbread-witch-witch-archetype/


rolls:
5d6 ⇒ (4, 1, 4, 6, 3) = 18
5d6 ⇒ (4, 3, 2, 6, 5) = 20
5d6 ⇒ (4, 3, 3, 4, 6) = 20
5d6 ⇒ (6, 3, 4, 4, 6) = 23
5d6 ⇒ (4, 2, 3, 4, 5) = 18
5d6 ⇒ (3, 4, 2, 2, 1) = 12

5d6 ⇒ (6, 3, 6, 4, 2) = 21
5d6 ⇒ (1, 3, 5, 1, 2) = 12
5d6 ⇒ (5, 3, 3, 1, 1) = 13
5d6 ⇒ (6, 2, 6, 4, 5) = 23
5d6 ⇒ (5, 4, 5, 1, 5) = 20
5d6 ⇒ (4, 2, 2, 1, 5) = 14

5d6 ⇒ (4, 3, 3, 1, 2) = 13
5d6 ⇒ (3, 5, 3, 6, 2) = 19
5d6 ⇒ (3, 5, 4, 4, 5) = 21
5d6 ⇒ (3, 6, 2, 2, 4) = 17
5d6 ⇒ (5, 2, 1, 5, 3) = 16
5d6 ⇒ (5, 5, 6, 6, 3) = 25

5d6 ⇒ (5, 5, 6, 5, 5) = 26
5d6 ⇒ (3, 4, 2, 1, 6) = 16
5d6 ⇒ (1, 6, 4, 5, 2) = 18
5d6 ⇒ (1, 2, 1, 5, 5) = 14
5d6 ⇒ (2, 6, 6, 3, 3) = 20
5d6 ⇒ (4, 3, 4, 4, 4) = 19

5d6 ⇒ (4, 2, 1, 1, 5) = 13
5d6 ⇒ (5, 1, 2, 2, 5) = 15
5d6 ⇒ (5, 3, 5, 5, 2) = 20
5d6 ⇒ (5, 5, 1, 4, 4) = 19
5d6 ⇒ (6, 3, 3, 1, 5) = 18
5d6 ⇒ (3, 1, 4, 4, 6) = 18

5d6 ⇒ (1, 6, 4, 5, 5) = 21
5d6 ⇒ (3, 2, 3, 6, 2) = 16
5d6 ⇒ (5, 5, 2, 3, 6) = 21
5d6 ⇒ (3, 5, 6, 3, 3) = 20
5d6 ⇒ (1, 1, 6, 5, 5) = 18
5d6 ⇒ (3, 2, 6, 1, 3) = 15

5d6 ⇒ (2, 2, 6, 6, 2) = 18
5d6 ⇒ (5, 6, 2, 3, 2) = 18
5d6 ⇒ (3, 5, 6, 2, 6) = 22
5d6 ⇒ (4, 2, 2, 6, 1) = 15
5d6 ⇒ (3, 1, 1, 4, 2) = 11
5d6 ⇒ (3, 1, 2, 1, 2) = 9

5d6 ⇒ (6, 4, 4, 2, 6) = 22 16
5d6 ⇒ (6, 3, 6, 6, 5) = 26 18
5d6 ⇒ (6, 6, 3, 5, 5) = 25 17
5d6 ⇒ (2, 6, 5, 2, 5) = 20 16
5d6 ⇒ (5, 3, 5, 1, 4) = 18 14
5d6 ⇒ (6, 6, 6, 1, 4) = 23 18

I'll be putting a 16 into STR, thus resulting in a net 4 Strength. Wheeee!!!!

Are you cool with me taking these two D&D 3.5 feats?

Underfoot Striker
Confound the Big Folk


gyrfalcon wrote:

** spoiler omitted **

I'll be putting a 16 into STR, thus resulting in a net 4 Strength. Wheeee!!!!

Are you cool with me taking these two D&D 3.5 feats?

Underfoot Striker
Confound the Big Folk

that's fine


Don't know if I'll be able to come up with something that really fits with the insane power being thrown around here, but I have to try.

Rolls:

5d6 - 5 ⇒ (1, 5, 4, 4, 6) - 5 = 15
5d6 - 3 ⇒ (2, 1, 4, 3, 3) - 3 = 10
5d6 - 3 ⇒ (4, 2, 1, 5, 3) - 3 = 12
5d6 - 6 ⇒ (4, 2, 4, 5, 6) - 6 = 15
5d6 - 3 ⇒ (6, 3, 6, 1, 2) - 3 = 15
5d6 - 7 ⇒ (5, 5, 2, 6, 6) - 7 = 17

17, 15, 15, 15, 12, 10
Okay, not super-fantastic. But certainly workable.

Are we using traits at all?


Ouachitonian wrote:

Don't know if I'll be able to come up with something that really fits with the insane power being thrown around here, but I have to try.

** spoiler omitted **

Are we using traits at all?

Anything that makes sense for the setting.

You can roll as many times as you want for stats and hitpoints


Everyone, can we have these characters together by Wens next week? As I said, I want to do this basically for a few months during the Winter. Posts can be short and poorly written -- we're going for the lulz not the role-playing experience. The main thing is to keep this thing moving.


Wednesday next week no problem. I'm just thinking with the leadership, I can have a healing buddy to follow me around and try to keep me not dead.

rolls:

5d6 - 2 ⇒ (1, 1, 5, 1, 1) - 2 = 7
5d6 - 4 ⇒ (1, 6, 6, 6, 3) - 4 = 18
5d6 - 4 ⇒ (4, 4, 3, 2, 2) - 4 = 11
5d6 - 6 ⇒ (5, 2, 4, 6, 5) - 6 = 16
5d6 - 3 ⇒ (5, 6, 2, 1, 3) - 3 = 14
5d6 - 2 ⇒ (6, 1, 1, 2, 4) - 2 = 12

5d6 - 4 ⇒ (2, 6, 2, 5, 5) - 4 = 16
5d6 - 3 ⇒ (1, 2, 5, 6, 6) - 3 = 17
5d6 - 3 ⇒ (5, 4, 2, 6, 1) - 3 = 15
5d6 - 3 ⇒ (1, 2, 4, 4, 5) - 3 = 13
5d6 - 4 ⇒ (1, 3, 5, 6, 4) - 4 = 15
5d6 - 3 ⇒ (3, 2, 5, 1, 3) - 3 = 11

5d6 - 7 ⇒ (4, 3, 6, 5, 6) - 7 = 17
5d6 - 4 ⇒ (6, 5, 3, 5, 1) - 4 = 16
5d6 - 7 ⇒ (6, 6, 3, 4, 6) - 7 = 18
5d6 - 3 ⇒ (2, 5, 6, 2, 1) - 3 = 13
5d6 - 6 ⇒ (4, 6, 6, 2, 6) - 6 = 18
5d6 - 3 ⇒ (2, 2, 4, 2, 1) - 3 = 8


May try more rolls later, but not bad.


Ok, it looks like we'll have at least 4-5 players with high level buddies, that will be more than enough.

I'm going to post a few maps and stuff to start putting this together.


so, I will play Olaf the lost boy's friendly snowman: Winter oracle 20 / Unchained Scaled Fist seems awesome.

Final Revelation Upon reaching 20th level, you become an avatar of winter and the North. Your body permanently transforms into living ice, as the ice body spell. In addition, your mastery of winter magic is such that any of your attacks that deal cold damage bypass cold immunity or cold resistance.

5d6 ⇒ (6, 6, 5, 2, 4) = 23
5d6 ⇒ (2, 3, 2, 4, 3) = 14
5d6 ⇒ (2, 4, 1, 4, 1) = 12
5d6 ⇒ (6, 3, 3, 4, 6) = 22
5d6 ⇒ (3, 2, 2, 1, 1) = 9
5d6 ⇒ (5, 6, 6, 3, 2) = 22

5d6 ⇒ (4, 4, 4, 3, 2) = 17 12
5d6 ⇒ (6, 5, 3, 3, 1) = 18 14
5d6 ⇒ (3, 4, 6, 2, 3) = 18 13
5d6 ⇒ (2, 6, 3, 6, 2) = 19 15
5d6 ⇒ (1, 5, 1, 5, 3) = 15 13
5d6 ⇒ (6, 6, 6, 5, 2) = 25 18

5d6 ⇒ (5, 1, 4, 3, 3) = 16
5d6 ⇒ (4, 3, 6, 3, 4) = 20
5d6 ⇒ (5, 6, 5, 5, 1) = 22
5d6 ⇒ (4, 4, 2, 4, 5) = 19
5d6 ⇒ (2, 2, 1, 5, 5) = 15
5d6 ⇒ (2, 5, 1, 3, 4) = 15

I'll take this second set


So, if there is a class that has deity related abilities, is there a set for Santa? Thinking specifically of aura, favored weapon, deific obedience, and divine fighting technique.

Also, is there a Christmas patron or mystery out there somewhere?

hp rolls for main:
hp: 19d8 ⇒ (7, 2, 4, 5, 6, 5, 2, 3, 5, 8, 1, 8, 7, 2, 6, 3, 3, 5, 2) = 84
hp: 19d8 ⇒ (7, 8, 8, 3, 7, 2, 2, 4, 4, 8, 2, 8, 6, 6, 4, 2, 5, 5, 3) = 94
hp: 19d8 ⇒ (6, 4, 1, 2, 7, 2, 4, 2, 1, 1, 2, 7, 2, 3, 2, 1, 1, 2, 8) = 58
hp: 19d8 ⇒ (5, 6, 3, 8, 2, 1, 6, 6, 8, 4, 8, 8, 8, 6, 6, 5, 7, 1, 1) = 99


I'm about to purchase a supplement that makes Santa and Krampus two parts of a winter deity alongside Jack Frost. There might be something in there, I'll let you know.


HP rolls:

19d10 ⇒ (8, 3, 2, 3, 4, 7, 1, 2, 1, 5, 7, 8, 1, 7, 5, 6, 7, 4, 9) = 90
19d10 ⇒ (3, 6, 5, 3, 7, 4, 10, 2, 9, 4, 8, 10, 10, 7, 1, 9, 10, 8, 1) = 117
19d10 ⇒ (1, 1, 7, 1, 1, 9, 7, 4, 10, 3, 6, 10, 5, 5, 8, 1, 5, 8, 9) = 101

117 sounds good.

oh man. your caracter generation is hard. 31 feats is just too much (doesn't even include my monk feats). don't know, what I want any more.

question: I took the spirit guide archetype for the oracle. It doesn't directly give me the hex class feature, but it does give me one hex. May I take the Hex strike feat anyways?


Ellioti wrote:

** spoiler omitted **

117 sounds good.

oh man. your caracter generation is hard. 31 feats is just too much (doesn't even include my monk feats). don't know, what I want any more.

question: I took the spirit guide archetype for the oracle. It doesn't directly give me the hex class feature, but it does give me one hex. May I take the Hex strike feat anyways?

Just take the overpowered gestalt feat referenced above and get the witch ability


Ok, I have an idea for a throwing tantrum fighter/barbarian. He will have throw anything and be damned good at it.

Spoiler:

5d6 ⇒ (3, 1, 2, 5, 3) = 14 = 11
5d6 ⇒ (2, 6, 6, 5, 6) = 25 = 18
5d6 ⇒ (1, 2, 5, 5, 4) = 17 = 14
5d6 ⇒ (4, 3, 6, 6, 5) = 24 = 17
5d6 ⇒ (6, 1, 4, 4, 6) = 21 = 16
5d6 ⇒ (5, 1, 1, 1, 3) = 11 = 9

5d6 ⇒ (2, 6, 4, 2, 4) = 18
5d6 ⇒ (3, 3, 6, 6, 1) = 19
5d6 ⇒ (4, 5, 3, 1, 2) = 15
5d6 ⇒ (2, 1, 2, 5, 3) = 13
5d6 ⇒ (4, 2, 4, 4, 3) = 17
5d6 ⇒ (2, 4, 2, 6, 2) = 16

5d6 ⇒ (1, 4, 6, 5, 5) = 21
5d6 ⇒ (6, 6, 1, 6, 1) = 20
5d6 ⇒ (4, 4, 2, 3, 4) = 17
5d6 ⇒ (5, 1, 4, 2, 5) = 17
5d6 ⇒ (1, 1, 6, 6, 4) = 18
5d6 ⇒ (4, 5, 1, 4, 5) = 19

5d6 ⇒ (4, 6, 2, 3, 4) = 19
5d6 ⇒ (1, 2, 1, 3, 2) = 9
5d6 ⇒ (2, 1, 1, 4, 6) = 14
5d6 ⇒ (1, 2, 6, 6, 2) = 17
5d6 ⇒ (1, 4, 1, 5, 1) = 12
5d6 ⇒ (1, 3, 3, 6, 1) = 14

5d6 ⇒ (3, 1, 6, 5, 4) = 19
5d6 ⇒ (5, 6, 5, 4, 6) = 26
5d6 ⇒ (1, 6, 4, 6, 5) = 22
5d6 ⇒ (6, 1, 3, 4, 2) = 16
5d6 ⇒ (5, 2, 3, 2, 1) = 13
5d6 ⇒ (3, 4, 1, 6, 3) = 17

5d6 ⇒ (6, 1, 3, 5, 1) = 16
5d6 ⇒ (3, 2, 6, 2, 3) = 16
5d6 ⇒ (2, 1, 3, 1, 5) = 12
5d6 ⇒ (2, 5, 4, 1, 2) = 14
5d6 ⇒ (2, 1, 3, 2, 1) = 9
5d6 ⇒ (1, 4, 3, 4, 4) = 16

11, 18, 17, 16, 14, 9

Str 17
Dex 18
Con 16
Int 9
wis 11
Chr 14

I'll get to work on it. Dumb, somewhat impulsive, but cute enough to get away with it.


cohort stats:
5d6 ⇒ (3, 2, 6, 1, 2) = 14
5d6 ⇒ (5, 6, 5, 5, 1) = 22
5d6 ⇒ (4, 5, 1, 1, 5) = 16
5d6 ⇒ (4, 3, 4, 3, 1) = 15
5d6 ⇒ (6, 2, 2, 4, 2) = 16
5d6 ⇒ (1, 5, 3, 5, 3) = 17

5d6 ⇒ (6, 3, 5, 5, 6) = 25
5d6 ⇒ (5, 1, 2, 2, 5) = 15
5d6 ⇒ (1, 6, 6, 3, 3) = 19
5d6 ⇒ (6, 2, 6, 1, 5) = 20
5d6 ⇒ (6, 3, 4, 4, 1) = 18
5d6 ⇒ (6, 3, 3, 1, 5) = 18
cohort1^
5d6 ⇒ (3, 5, 1, 4, 3) = 16
5d6 ⇒ (3, 1, 6, 6, 1) = 17
5d6 ⇒ (2, 2, 3, 5, 5) = 17
5d6 ⇒ (4, 1, 1, 3, 2) = 11
5d6 ⇒ (6, 6, 1, 1, 5) = 19
5d6 ⇒ (1, 3, 3, 6, 4) = 17

5d6 ⇒ (2, 2, 2, 2, 2) = 10
5d6 ⇒ (2, 1, 5, 6, 1) = 15
5d6 ⇒ (5, 4, 5, 3, 1) = 18
5d6 ⇒ (5, 4, 5, 1, 5) = 20
5d6 ⇒ (5, 2, 5, 6, 1) = 19
5d6 ⇒ (1, 2, 6, 4, 6) = 19

5d6 ⇒ (1, 1, 3, 1, 5) = 11
5d6 ⇒ (1, 3, 3, 6, 2) = 15
5d6 ⇒ (2, 2, 4, 1, 1) = 10
5d6 ⇒ (6, 3, 6, 6, 5) = 26
5d6 ⇒ (2, 2, 1, 3, 6) = 14
5d6 ⇒ (1, 6, 1, 2, 3) = 13

5d6 ⇒ (5, 2, 2, 3, 2) = 14
5d6 ⇒ (3, 2, 4, 6, 1) = 16
5d6 ⇒ (3, 5, 4, 1, 6) = 19
5d6 ⇒ (6, 3, 5, 6, 5) = 25
5d6 ⇒ (6, 4, 6, 6, 5) = 27
5d6 ⇒ (3, 2, 4, 6, 1) = 16

5d6 ⇒ (3, 2, 3, 6, 5) = 19
5d6 ⇒ (2, 5, 6, 3, 5) = 21
5d6 ⇒ (3, 4, 2, 1, 4) = 14
5d6 ⇒ (4, 1, 5, 1, 4) = 15
5d6 ⇒ (1, 1, 3, 5, 3) = 13
5d6 ⇒ (1, 5, 5, 4, 6) = 21

5d6 ⇒ (6, 3, 5, 2, 2) = 18
5d6 ⇒ (5, 2, 2, 3, 5) = 17
5d6 ⇒ (6, 1, 4, 6, 4) = 21
5d6 ⇒ (2, 1, 1, 2, 3) = 9
5d6 ⇒ (3, 6, 2, 1, 1) = 13
5d6 ⇒ (5, 2, 3, 4, 5) = 19

5d6 ⇒ (4, 6, 5, 6, 1) = 22
5d6 ⇒ (5, 6, 5, 1, 1) = 18
5d6 ⇒ (6, 6, 4, 6, 1) = 23
5d6 ⇒ (6, 3, 1, 1, 1) = 12
5d6 ⇒ (3, 4, 3, 2, 3) = 15
5d6 ⇒ (5, 5, 4, 2, 5) = 21
cohort2^


I got one reply so far -- did everyone think we can start this coming Wens, or are we going to need more time?


Sebecloki wrote:
Ellioti wrote:

** spoiler omitted **

117 sounds good.

oh man. your caracter generation is hard. 31 feats is just too much (doesn't even include my monk feats). don't know, what I want any more.

question: I took the spirit guide archetype for the oracle. It doesn't directly give me the hex class feature, but it does give me one hex. May I take the Hex strike feat anyways?

Just take the overpowered gestalt feat referenced above and get the witch ability

Hm, OK. That feat was designed for normal feat progression and reduces feats from 10 to 7. So for us, it reduces from 20 to 17? While also blocking the 1st level feat spot, of course.

I finish my char today.

Edit: just checked some of the horrifically Overpowered feats. Yes they are. I'm so taking Greater Full Casting Action.


yes, I am 95% done with the crunch on my main. Just working on her support staff before I tie everything together.

Team Wintersparkles at-a-glance:

Snowflake Wintersparkles- One of Santa's elves who has some anger issues when she drinks a bit too much of her own wassal (extracts) and starts bombarding the area with ornaments (bombs). Magical, like most elves, she uses a candy cane that was handed down through the family (Arcane Bond-Staff) to aid her in warming up the cold around her (she likes fire). *She also looks really weird, having two extra arms and a tumor that looks like a tiny fey.*

Mr. Foxerson (cohort, 18)- Snowflake's childhood pet is secretly a kitsune stuck in his (arctic) fox form. Before being trapped in this form, Mr. Foxerson was a well-known summoner of outsiders and battlefield commander. After a witch cursed him, Mr. Foxerson went in search of a cure finding instead a divine revelation that sent him on a journey to meet Snowflake. Along the way he learned to regain his abilities and even speak, but Snowflake never seems to realize he can actually communicate with her.

Peppermint Wintersparkles and his to-be-named reindeer (extra cohort (feat), 16) - Snowflake's younger brother dreams of being Santa's right hand man...errr, elf. He has devoted (samurai order) himself to the defense of the north pole. A bit more spontaneous than his sister, he imbues his magic into tiny Christmas tree projectiles from atop his huge reindeer friend.


Jagael wrote:

yes, I am 95% done with the crunch on my main. Just working on her support staff before I tie everything together.

** spoiler omitted **

First, this is amazing.

Second, that's awesome with the Santa tie-in b/c there's also a cool battlemap for Santa's village we can use.


Is it too late to join? This seems too amazing to pass up. I can have a character ready by tomorrow at the latest.


not too late at all, looking forward to your submission. And I'm currently planning on starting this coming Wens, so plenty of time.

Just to be clear -- I'll extend the deadline if we need to as well, but no one has voiced an objection, so I'm sticking with Wens for now. We can probably also just start and if someone really wants to join they can come in a few days late, it won't matter much.


Are we taking the young template or doing an age shift?


Well, some people are making puppies and other stuff, so I don't think we've come to a consensus -- I think either is fine as long as you account for it mechanically somehow.


Oh, and could people alert me when they're done so I can look at some of the characters to start getting an idea for how to build the first couple of encounters?

Like I need to see if people are more in the 500 or 1,000 hp range, what their BAB, Init, AC etc. roughly will be..


The young PC rules seem adequate. They give +2 dex, -2 str, con, int. I applied that.


"Hi I'm Olaf. My friend Hans has been taken. I want to go out and find him. I also lost my carrot nose. Did someone see it? Or did you eat it again, Snowball?" The arctic hare familiar shakes his head.

Not fully finished, but 95%.


Thanks and hilarious!

That gives me a good idea of where to think about pitching the first encounter.


Ok, here's Timmy the terrible (rough draft for name, will probably cook up a better German correct name)

Stats are basically all on (rage, style, deadly aim, etc)

Timmy the terrible:

Timmy the terrible
Male human (Chelaxian) barbarian (armored hulk) 20/fighter 20/gestalt 20 (Pathfinder RPG Ultimate Combat 28)
CN Medium humanoid (human)
Init +10; Senses scent; Perception +32
--------------------
Defense
--------------------
AC 62, touch 23, flat-footed 54 (+20 armor, +5 deflection, +7 Dex, +1 dodge, +1 insight, +11 natural, -2 rage, +8 shield, +1 trait)
hp 326 (20d12+200)
Fort +29, Ref +29 (+1 bonus vs. trample attacks), Will +24 (+4 vs. enchantments, +5 vs. fear); +4 vs. effects that cause you to lose your grip on weapons, +7 morale bonus vs. spells, supernatural abilities, and spell-like abilities but must resist all spells, even allies'
Defensive Abilities indomitable will; DR 5/—
--------------------
Offense
--------------------
Speed 40 ft.
Melee 2 claws +26 (1d6+5)
Ranged +5 glamered impervious seeking adamantine dart +34/+34/+29/+24/+19 (2d8+51/×3)
Special Attacks mighty rage (47 rounds/day), rage powers (beast totem[APG], lesser beast totem[APG], clear mind, eater of magic[UC], primal scent[UC], scent, spell sunder[UC], strength surge +20, superstition +7, witch hunter[APG]), weapon mastery (dart), weapon trainings (combat maneuver defense, thrown +6, trained throw, armed bravery)
--------------------
Statistics
--------------------
Str 32, Dex 27, Con 31, Int 9, Wis 15, Cha 20
Base Atk +20; CMB +32; CMD 60 (64 vs. disarm, 80 vs. drag, 87 vs. grapple, 61 vs. overrun, 64 vs. sunder)
Feats Advanced Armor Training, Advanced Armor Training, Advanced Weapon Training, Advanced Weapon Training, Advanced Weapon Training, Armor Adept, Armor Focus, Blind-fight, Close-quarters Thrower[UC], Clustered Shots[UC], Deadly Aim, Dodge, Greater Shield Focus, Greater Weapon Focus (dart), Greater Weapon Specialization (dart), Improved Precise Shot, Leadership, Lightning Reflexes, Point-Blank Shot, Precise Shot, Quick Draw, Raging Vitality[APG], Rapid Shot, Ricochet Toss, Shield Focus, Snap Shot[UC], Startoss Comet, Startoss Shower, Startoss Style, Throw Anything, Weapon Focus (dart), Weapon Specialization (dart)
Traits defender of the society, fate's favored
Skills Acrobatics +30 (+34 to jump), Appraise +1, Bluff +7, Climb +19, Craft (weapons) +22, Diplomacy +7, Disguise +7, Escape Artist +10, Fly +10, Heal +4, Intimidate +30, Perception +32, Perform (act) +27, Ride +10, Sense Motive +4, Stealth +10, Survival +24, Swim +19
Languages Common
SQ armor mastery, armor training 4, indomitable stance, resilience of steel, tireless rage
Other Gear +5 comfort glamered impervious nimble full plate, +5 impervious mithral buckler, +5 glamered impervious seeking adamantine dart, amulet of natural armor +5, belt of physical perfection +6, cloak of resistance +5, dusty rose prism ioun stone, eyes of the eagle, gloves of dueling[APG], handy haversack, headband of mental prowess +6 (Wis, Cha), ring of protection +5, stone of good luck (luckstone), 596,264 gp, 8 sp, 4 cp
--------------------
Special Abilities
--------------------
Advanced Weapon Training You are specially trained to use your weapon skills in new ways.

Prerequisites: Fighter level 5th, weapon training class feature.

Benefit: Select one advanced weapon training option, applying it to one fighter weapon group you h
Advanced Weapon Training You are specially trained to use your weapon skills in new ways.

Prerequisites: Fighter level 5th, weapon training class feature.

Benefit: Select one advanced weapon training option, applying it to one fighter weapon group you h
Advanced Weapon Training You are specially trained to use your weapon skills in new ways.

Prerequisites: Fighter level 5th, weapon training class feature.

Benefit: Select one advanced weapon training option, applying it to one fighter weapon group you h
Armed Bravery (+5/+10) (Ex) Add bravery bonus to will save, Intim. DC to demoralize you increases by amount shown.
Armor Mastery (Ex) Gain DR while wearing armor or using a shield.
Armor Specialization +5 (Full plate) (Ex) Increase armor bonus of chosen armor.
Armor Training 4 (Ex) Worn armor -4 check penalty, +4 max DEX.
Beast Totem +6 (Su) +6 to Natural Armor while raging.
Beast Totem, Lesser (Su) Gain 2 d6 claw attacks while raging
Blind-Fight Re-roll misses because of concealment, other benefits.
Clear Mind (1/rage) (Ex) Reroll a failed Will save while raging.
Close-Quarters Thrower (Dart) Attacks with selected weapons do not provoke attacks of opportunity
Clustered Shots Total damage from full-round ranged attacks before applying DR
Combat Maneuver Defense (Weapon Training [Thrown] +6) (Ex) May apply weapon training bonus with chosen group to CMD.
Damage Reduction (5/-) You have Damage Reduction against all attacks.
Deadly Aim -6/+12 Trade a penalty to ranged attacks for a bonus to ranged damage.
Eater of Magic (1/rage) (Su) Reroll if fail save vs. spell/Su ability. If reroll succeeds, negate effect & gain temp Hp for 1 min.
Fighter's Reflexes (Weapon Training [Thrown] +6) (Ex) While not denied Dex bonus to AC, add training bonus to Reflex saves.
Focused Weapon (Weapon Training [Thrown] +6, Dart) (Ex) Can deal damage as per Sacred Weapon class feature with chosen weapon.
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Indomitable Stance (Ex) +1 to Reflex vs. trample & to hit, dam, and AC vs. charging foe.
Indomitable Will (Ex) +4 bonus to Will saves vs. enchantment spells.
Leadership (score 25) You attract loyal companions and devoted followers.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Primal Scent +10 (Ex) When raging, +10 on Survival to track and Perception to pinpoint invisible foes (only normal concealment).
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Rage (47 rounds/day) (Ex) +8 Str, +8 Con, +4 to Will saves, -2 to AC when enraged.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Resilience of Steel +6 (Ex) Gain bonus to AC vs. a foe's critical confirmation rolls.
Ricochet Toss Throwing weapon returns immediately after attack is resolved.
Scent (Ex) While raging, you gain the scent ability.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Snap Shot Threaten squares within 5 feet of you when wielding a ranged weapon
Spell Sunder (1/rage) (Su) Once per rage, the barbarian can attempt to sunder an ongoing spell effect by succeeding at a combat maneuver check. For any effect other than one on a creature, the barbarian must make her combat maneuver check against a CMD of 15 plus the effect's
Startoss Comet (Dart) Make single atk. at full atk. bonus, if it hits, make second atk. at target in 1 range inc.
Startoss Shower (Dart) Startoss Comet: can continue attacking foes in 1 range inc.
Startoss Style +6 (Any Thrown Weapon, Dart) Gain bonus dmg to thrown weapons.
Strength Surge +20 (1/rage) (Ex) As an imm action, gain a bonus to one STR check, CMB or CMD.
Superstition +7 (Ex) While raging, gain bonus to save vs. magic, but must resist all spells, even allies'.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Tireless Rage (Ex) Ending Rage no longer results in fatigue.
Trained Throw (Weapon Training [Thrown] +6) (Ex) Thrown weapon atk using Dex mod, add double training bonus to damage.
Weapon Mastery (Dart) (Ex) Chosen weapon always confirms critical threats, and cannot be disarmed.
Weapon Specialist (Weapon Training [Thrown] +6) (Ex) Treated as having chosen feats for all weapons in group.
Weapon Training (Thrown) +6 (Ex) +6 Attack, Damage, CMB, CMD with Thrown weapons
Witch Hunter +6 (Ex) Bonus to damage spellcasters while raging.

Have not used all the money (based on assuming I make my cohort to craft me toys so everything owned now is crafted). Numbers will likely go up as I will have tome effects added. Also I just used 1/2+1 on HP so that needs to be fixed as well.


Also, if anyone would like to help me out -- throw me some ideas for awesome gestalt combos for villains/adversaries I can use.


Hmmm...maybe I've missed a bit of optimization somewhere. Snowflake is at 355hp I think. She has a +10 modifier from her CON (200hp), toughness (20hp), FCB (20hp), and d8 hit dice (115hp).

If anybody has a way to boost that more (aside from tome or wish which would net me another 40hp) let me know.

Grand Lodge

Fleshed out a bit.

Backstory:

Tinsel Swordmaker was a happy little elf in Santa's toy shop making the toy swords for all the little boys and girls of the world. Making all those swords eventually led him to start practicing with them and he became very good with the sword over the many years of toy making and made some of the finest examples of nerf swords known to man and elvenkind. His faithful companion Meteor the Reindeer has been with him for years and serves as his reliable mount. If you hear Tinsle shouting a warning about Golden Meteor Showers, run for cover because Meteor seems to think it is really funny to pee on everyone below him while he flies overhead.

Tinsel was there the night Krampus and his evil allies attacked Santa's Village and killed most of the Toy Makers (Profession and Craft). That was the night the Stigmata (Holy Vindicator) reappearred on Tinsel's body which resulted in the Bloodrain that painted the village red with his blood as it rained down on all his foes. Unfortunately Krampus was able to get away so we gathered a posse of the few living elves and followed the trail of destruction from human village to village as Krampus slaughtered all the little boys and girls. We were able to find a couple of the kids that hid well enough not to be found during Krampus's rampage and they have joined our crusade to save Santa and Christmas.


Oh and for bad guy combos I recommend Expert20/Adept20/Warrior10/Noble Scion7...though with everything else available you probably could actually turn that into a deadly combo.

But if you want to just be scary dangerous, Synthesist Summoner/anything is not something I want to face. I'm not very familiar with the 3pp classes, but I've heard spheres of power from dreamscarred are really cool.

Grand Lodge

Converting my Animal Companion and Cohort into the single Monstrous Companion (fewer people to keep track of). Sadly my reindeer buddy is now smarter, stronger, and faster than me. Class levels plus so many feats is just crazy strong.


Tinsel Swordmaker wrote:
Sadly my reindeer buddy is now smarter, stronger, and faster than me. Class levels plus so many feats is just crazy strong.

...but I bet you smell better than it! ;-)

Fun to read Tinsel and Olaf and Timmy and Team Wintersparkles!

I *think* I'll be able to finish my sheet this weekend. Synopsis so far:

I'll play a 6" tall Gingerbread Man who rides a flying invisible pony (aether elemental familiar), wielding a sharpened candy cane (lance).

That said, he's a gingerbread man who has Looked Into The Void and knows that The Void Thinks We're Delicious.

Crunch-wise, he's a Path of War Zealot (Void Prophet) 20 on one side. His other side will probably be Fighter (Eldritch Guardian) 2 ...granting a familiar that shares all his feats, and Rogue (Time Thief, Canny Scoundrel...both of which are Spheres of Power/Might archetypes) for (most of) the rest.

Depending on how cheesy we're going, I could either add in things like:
- Paladin 2 for CHA (+14 in my case) to all saves
- Monk (Scaled Fist) 1 for CHA to AC
- Horribly Overpowered Feats to add in other base and prestige class abilities

...but in some ways that all feels like an arms race to me. That said, I'll go along with the flow, if that's the direction the party's heading.

Meanwhile...
HP: 19d10 + 10 ⇒ (10, 6, 4, 5, 2, 6, 3, 4, 4, 10, 8, 8, 4, 10, 6, 1, 1, 3, 1) + 10 = 106
HP: 19d10 + 10 ⇒ (8, 9, 8, 8, 9, 7, 6, 8, 4, 6, 3, 1, 7, 6, 9, 10, 2, 2, 8) + 10 = 131
HP: 19d10 + 10 ⇒ (10, 9, 8, 1, 7, 10, 5, 6, 10, 10, 10, 9, 8, 5, 1, 10, 7, 2, 4) + 10 = 142 << Looks good.


5d6 ⇒ (3, 4, 2, 4, 5) = 18
5d6 ⇒ (1, 3, 4, 6, 1) = 15
5d6 ⇒ (1, 1, 6, 2, 4) = 14
5d6 ⇒ (6, 5, 5, 1, 6) = 23
5d6 ⇒ (1, 4, 6, 4, 2) = 17
5d6 ⇒ (5, 5, 5, 1, 5) = 21

Workable.

STR 12 DEX 14 CON 15 INT 17 WIS 13 CHA 13

I think I'll be a Wizard and an Occultist. My character concept is that I am the one who delivers presents from Santa to the children trapped on other planes. Usually all they ask for is to go home or for their suffering to end, and I use my powerful magic and occult Christmas ornaments and decorations to make their Christmas dreams come true.


Samanthaa wrote:

5d6

5d6
5d6
5d6
5d6
5d6

Workable.

STR 12 DEX 14 CON 15 INT 17 WIS 13 CHA 13

I think I'll be a Wizard and an Occultist. My character concept is that I am the one who delivers presents from Santa to the children trapped on other planes. Usually all they ask for is to go home or for their suffering to end, and I use my powerful magic and occult Christmas ornaments and decorations to make their Christmas dreams come true.

you can roll for stats and hp as many times as you want.


Peppermint is changing a bit. Still a reindeerback ranged character, but he now shoots really big "snowballs". He gets Gunsmithing from two classes; can I trade one of those out for another Gun related feat?


Path of War's "Shattered Mirror’s associated skills are Craft (glassmaking), Craft (painting), Craft (sculpture), and Craft (sketching)"

Any objection to switching that to Craft(confection) for this game?


Alright, ignore my question above. Didn't need the second class. But I may have broken things slightly. So assume this is possible to start with and tell me if the end result is correct for damage dice (-> means a size increase).
2d12=4d6->6d6->8d6->12d6->16d6->24d6 or is it 32d6?

Grand Lodge

Jagael wrote:

Alright, ignore my question above. Didn't need the second class. But I may have broken things slightly. So assume this is possible to start with and tell me if the end result is correct for damage dice (-> means a size increase).

2d12=4d6->6d6->8d6->12d6->16d6->24d6 or is it 32d6?

Plugging that into Hero Lab for a weapon and increasing size.

2d12 -> 6d6 -> 8d6 -> 12d6 -> 16d6 (caps out)

We know that 1d12 -> 3d6 based on the rules in the Core Rulebook. So 2d12 should go to 6d6.

I'm not sure why Hero Lab caps out at 16d6, but the next logical step would be 24d6 based on the doubling.


RAW, unless you are doing the druid shenanigans, 16d6 is basically the biggest bit of dice you're going to get so that makes sense they wouldn't bother adding in bigger numbers.

Can you check my rules mastery (and even more cheese) with the below?

Absolutely ridiculous plan:
So I plan to have Peppermint riding his gargantuan--at times colossal (Goliath Druid/Mammoth Rider with a 3pp animal companion thing)--reindeer having mounted a double hackbut to the reindeer's back. Mix in 4 3pp feats and we end up with this: Peppermint wields a Gargantuan hackbut (Goliath Grip allows him to be treated as one size bigger--Large--and the Titan Technique trio allows him to wield weapons with their regular handedness up to two sizes larger for a cumulative -6 to attack--Huge then Gargantuan). Peppermint then wild shapes into a Huge Storm Giant thus taking the Gargantuan weapon to Colossal+1 (Titanic, I think).

As these three increases are virtual size increase, actual size increase, and one dealing with simply wielding the weapon, they should all stack, correct?

I also came across a slightly more ridiculous gun that uses 3d12, but has seven barrels to load (may have a way to fix that). So assuming the above, that one should work out as:
(M)6d6->(L)8d6->(H)12d6->(G)16d6->(C)24d6->(T)32d6 right?


If this game is just a 3pp number crunching race, I'm probably out. Don't like and know much 3pp.
Gestalt lvl 20 is more than enough OP for my taste.

Grand Lodge

I'm not using any third party stuff (don't own any) and keeping everything within the PFS rules (except Leadership, gestalt, roll your own ability scores, and roll your own HP). My Pally mount would be slightly less buff if it wasn't a Monstrous Companion (cohort from Leadership).

But even with just standard stuff, level 20 is pretty good for a silly Christmas themed Krampus hunting.

I would guess everyone would be about 250-300 HP with a 40 AC (AC 20 + level) for a pretty standard level 20 power curve. Average attacks would be +30/+25/+20/+15 (BAB level + 10).


I honestly have never used 3pp in a game. Just really looking forward to bringing out some crazy combinations. I got the impression we would need a lot more than standard lvl 20 to go against the things Sebecloki was going to throw at us.


I think I'll get by fine with just PF on Timmy.

Grand Lodge

Jagael wrote:
Can you check my rules mastery (and even more cheese) with the below?

LOL, I built a Goliath Druid/Tetori Monk as a grapple monster while trying to come up with the concept I wanted for this campaign. I was going to style it as a huge teddy bear that just wanted to hug everyone and smothers them under all the affection. Single round grapple/pin/tie but decided that would be no fun for everyone else.

You would need some GM approval for this because mounting the weapon cart to your animal companion is not really allowed.

How are you getting your Animal Companion larger than Gargantuan? Assuming you're riding a Mammoth, there is no size larger than the gargantuan for a Mammoth. It can start out as Huge (mammoth rider pet) and Animal Growth up one size. I don't know of any trick to get this pet larger. It can't Wild Shape (Beast or giant) into larger than huge.

Also Peppermint would need to be carrying the weapon and mounting cart when Wild Shaping which isn't really possible, so the weapon would grow, the mounting wouldn't. I'd build around the fact that the character will always be prone when shooting that thing.


I'll drop my folks back down then.

@Tinsel It was a 3pp animal companion "class" that gave an additional size growth at high levels.

Since you can't go "prone" while on horseback (I'm assuming you would probably have to succeed on a ride check or fall from the saddle) I was flavoring it as "mounted" to the reindeer's back.

Grand Lodge

Jagael wrote:
I got the impression we would need a lot more than standard lvl 20 to go against the things Sebecloki was going to throw at us.

I assumed he was going to scale it based on our crazyness, but I also assumed I was going to die in a big giant mess of red snow as my blood rains down all over the place.

I see Krampus making snow angels in the red snow of his fallen foes.

With just a single level 20 gestalt character, I think we could all make a single character that could kill Krampus one on one just using the regular rules. I was just assuming each of the bad guys was going to be scaled a bit to make it challenging/deadly. I'm mean Krampus with his 8 Dire Reindeer would easily overwhelm any of us and be a challenge.

Grand Lodge

Character is built and attached to this alias.

fluff:

Background:
Tinsel is a Paladin/Cleric/Holy Vindicator
Meteor is my Paladin Divine Bond Mount/Monstrous Animal Companion/cohort of the Emperor Kirin type (Sorcerer/Cleric) which is a flying stag skinned as a flying reindeer.
I'm generally riding my mount and we are flying. I have a lance for use while mounted.

Strategy:
Tinsel always acts in the surprise round (Divine Strategist) and Initiative roll is always a natural 20. Everyone around that can see or hear me (like a bard) gets a +2 on Initiative. If I make the perception check for the surprise round, I can take a move and standard (or full round) (Lookout). Pet also has Lookout and can act same as me in surprise round. When either of us move we are both no longer flat footed (Improved Lookout).

First attack is generally a flying charge. Pet makes a Powerful Charge gore attack and tries to impale the enemy (Impaling Charge). I attempt a normal mounted charge attack with lance after swift action activating my Stigmata.

Subsequent round attacks are breath weapon or full attack from Meteor and full attack from Tinsel. If multiple enemies, then vital strike/cleave. Additional attacks may use sword instead of lance.

Alternate attack strategy is mounted fly by attacks. Occasionally Meteor will use a Delayed Blast Fireball (17d6) spell.

Healing:
Target Tinsel for all healing effects as they are duplicated onto Meteor for free (Heroic Saddle).
Tinsel and Meteor both have access to the Cleric spell list and know all the healing spells. Tinsel's cure wounds spells targeting himself are always maximized (Faith Healing).
Tinsel retains the Paladin Lay on Hands (12d6) and Paladin Channel (17d6) abilities. Channel is used for self buffing AC.


I was planning on using 3rd party monsters and classes. I can try to dial it back a bit and not throw 40,000hp dragons at you, but Krampus will have to be scaled up. I have a 3rd party supplement that makes him a demigod with around 750hp

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