The Gauntlet of Malum (Inactive)

Game Master rorek55


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Silver Crusade

@Orouborus I'd rather no 3pp, however if there is anything done by paizo for the unchained monk, then go ahead. (Though if it is done similarly to the scaled fist archetype I believe it would be fine)

@sbodd sorry to see you go best of luck!

@kaouse, I had wondered if that was the case, so I made that statement to clarify how they would work here. As summoning is powerful, and making it a standard action already increases its potency a fair margin(have yet been able to look over the words stuff save a glance, but don't see any real negatives yet)

@Ellioti sorry I missed you before, but I'd rather no VMC, however that said its paizo so is not forbidden and will not count against your application if used.


Is retraining available, or can I delay picking up my feats until level 6?
I was looking at Lunge. I have the +6 BAB, but the last feat I would've gotten was level 5.


Hmm... With the minute gaps, it might be better for me to just tech into more transmutation to buff my constructs.


OK, my spells and equipment are now adjusted for a minute between fights (and I assume a minute of prep before the first, though I'll make do with whatever's provided if that's wrong.)


No, I'd be looking at an unchained zen archer monk, using (by preference) the Purple Duck Games version.


Half Orc Brawler (Brawler ended up looking more fun than fighter)

*crosses my fingers I got the feats right*

Silver Crusade

No retraining, at least not for the level 6 run.

Scarab Sages

Pathfinder Rulebook, Starfinder Society Subscriber

Earth Kineticist:
Slate
N Tiefling(Demondand) Kineticist 6 (Earth)
Init +6; Senses Darkvision; Perception +13

DEFENSE
AC 20; Touch 15; Flat-Footed 16
HP 75; Non-lethal damage (NL) 18
Fort +11 ; Ref +10 ; Will +6
Resist Cold 7, Fire 7, Electricity 7, Acid 7
CMD 18

OFFENSE
Earth Blast (melee) +11 (3d6+5)(B,S,or P)
Earth Blast (ranged) +11 (3d6+9)(B,S, or P)
Speed 20ft;

Spell-Like Abilities
Bear’s Endurance 1/day, Magic Stone 1/day

STATISTICS
Str 10, Dex 18, Con 21, Int 8, Wis 18, Cha 10
Base Atk +4; CMB +4

Feats
Diehard, Endurance, Fast Healer

Skills
Acrobatics +8 = +4 Dex, 3 rank, +3 cs, -2 acp
Heal +11 = +4 Wis, 4 rank, +3 cs
Perception +13 = +4 Wis, 6 ranks, +3 cs
Survival +9 = +4 Wis, 5 rank

Languages
Common, Terran

SQ
Basic Geokinesis, Kinetic Blade, Flesh to Stone, Kinetic Cover, Extended Range, Earth Climb, Blade Rush , Earth Child

Elemental Overflow +2, Infusion Specialization 1, Metakinesis (Empower (1)), Internal Buffer 1

Gear
+1 Deathless Mithril Chain Shirt, Boots of the Cat, 3 Talisman (lesser) (Healing Power)
2 potions of fly, 1 potion of Heroism, 1 potion of Barkskin, 2 potions of CSW, 1 potion of Path of Glory

I don't suppose my blast could benefit from the weapon attunement from the automatic bonus progression?


Let me know when this gets off the ground. Interested in seeing how well Mu Ridenhou can handle these challenges.

Silver Crusade

It will likely be within the week


I have Yolo in such condition that if you locked in my build now, I'd be good to go. I might spend the last 1000 gp of my budget, but I think I'm fairly ready.


Here's a second application, for fun a Goliath Druid. This beastie can buff for high strength, high AC, and heal a bit.

Spoiler:

I might pick up a few more consumables but otherwise, I think it's done.

Shadow Lodge

I'm considering a fighter build specializing in poison and dirty tactics
Probably a nagaji venomblade
That ruling regarding the improved X feats makes this much nicer
I can afford the improved dirty truck linw

Silver Crusade

1 person marked this as a favorite.

Alright Everyone, recruitment will official "close" for now in 24 hours.

At which point final selections will be made in the most fair way I can think of. After that, I'll be going over each selected member's sheet to make sure things are all in order and then we shall begin the gauntlet.


Am I the only bard brave enough to challenge the gauntlet?


I would ask if I was the only Paladin brave enough, but I'm actually less brave than most Paladins.

Also, the GM put a first-come first-serve 1 class limit to prevent repeat performers.


rorek55 wrote:


@kaouse, I had wondered if that was the case, so I made that statement to clarify how they would work here. As summoning is powerful, and making it a standard action already increases its potency a fair margin(have yet been able to look over the words stuff save a glance, but don't see any real negatives yet)

I should note that Summoners exist, have standard action summons, and those generally get to act the same turn wherein they are summoned, so don't think it's a Word of Power thing.

Speaking of which, Servitor is generally much weaker than the equivalent Summon Monster. When summoning a single beast from the highest available list, they are equivalent. However, heaven forfend if you want to summon multiple creatures.

In order to do so, you have to Boost the target word, which raises the spell level by 3, just to summon 1d4+1 creatures. In comparison, 1d4+1 creatures with the regular Summon Monster X only "boosts" spell level by 2. Furthermore, regular Summon Monster X has an option to summon 1d3 creatures by "boosting" the spell level by 1. Servitor doesn't have this option, at all.

Mind you, Boosting a target word works similar to applying metamagic IIRC, so you basically can't do it at all in the early levels, and when you can, you're summoning a bunch of incredibly low level creatures that are AT LEAST two levels behind being relevant.

Honestly, most summoners don't even use the 1d4+1 option to begin with, since those creatures are ALREADY approaching useless without a dedicated Bard or Skald on your team. In a single player campaign, expect a word of power Servitor user to stick with one big monster, because anything else is basically useless.


Honestly, I think my build exploits enough dumb wizard shenanigans that even without standard action summons, whether via Academy Graduate into fatigue block with that one magic item, Summoner, or Words of Power, that it will be a very scary build.

Honestly, I have more transmutation spells in my kit than Conjuration.


This still open and if so what class's are left?

(EDIT): Nvm got them all jotted, will try and get something done before this close's hopefully!


If you work fast you can possibly get something in.

Right now by my count we have the following classes submitted:

Bard
Brawler
Druid (backup to the brawler?)
Kineticist
Paladin
Sorcerer
Summoner
Warpriest
Wizard

There was talk of the following, but I don't see them completed:

Cleric
Fighter
Monk

And as I post this I see that you've got that all sorted already anyhow. Regardless of that there are lots of good options still out there!

Additionally, I'm excited that we're getting close on this!


Working on it as fast as I can, gonna be doing a Bloodrager.


Bob The Barbarian:

Bob
Half-orc barbarian (armored hulk) 6 (Pathfinder RPG Ultimate Combat 28)
CN Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +9
--------------------
Defense
--------------------
AC 23, touch 12, flat-footed 21 (+10 armor, +1 Dex, +1 dodge, +1 natural)
hp 71 (6d12+24)
Fort +8, Ref +4 (+1 bonus vs. trample attacks), Will +2
Defensive Abilities orc ferocity
--------------------
Offense
--------------------
Speed 45 ft. (35 ft. in armor)
Melee +1 shock greataxe +11/+6 (1d12+7/×3 plus 1d6 electricity)
Special Attacks rage (17 rounds/day), guarded stance +2, renewed vigor 1d8+3)
--------------------
Statistics
--------------------
Str 18, Dex 15, Con 16, Int 10, Wis 11, Cha 10
Base Atk +6; CMB +11; CMD 23 (24 vs. overrun)
Feats Dodge, Power Attack, Raging Vitality[APG]
Traits axe to grind
Skills Acrobatics +3, Climb +4, Intimidate +7, Perception +9, Spellcraft +2, Survival +9, Swim +5; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ indomitable stance, orc blood, resilience of steel
Combat Gear potion of enlarge person (8); Other Gear +1 full plate, +1 shock greataxe, amulet of natural armor +1, bag of holding i, belt pouch, blanket[APG], flint and steel, hemp rope (50 ft.), pot, soap, torch (10), trail rations (5), waterskin, 121 gp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Guarded Stance +2 (3 rounds) (Ex) Gain a +2 dodge bonus to AC vs. melee attacks while raging.
Indomitable Stance (Ex) +1 to Reflex vs. trample & to hit, dam, and AC vs. charging foe.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Rage (17 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Renewed Vigor 1d8+3 Hp (1/day) (Ex) As a standard action while raging, you can heal yourself the listed amount.
Resilience of Steel +2 (Ex) Gain bonus to AC vs. a foe's critical confirmation rolls..

Their we go, not greatly optimized since I am very new to this but should do.

(edit) oops hero lab left some blood ragers stuff in, shout be fixed now


Here's a quick submission - it'd be nice to know if my suggestion to someone else once works or is a bad idea.

Karathasa the Cranky:
F elf iron-ring striker magus 6

Str 11, Dex 17+1 level+2 race+2 enhancement=22, Con 14-2 race=12, Int 14+2 race=16, Wis 12, Cha 7

Unarmed strike: Attack +10, Damage 1d8+6, B, 20/x2
Crossbow: Attack +11, Damage 1d8, P, 19-20/x2, 70' range incr.

HP 41 (6d8+8; FCB at levels 1-2)
AC 21 (Armor +4, Dex +6, Dodge +1) FF 14 T 17 CMD 21
F +6, R +8, W +6

Arcane pool: 6

Feats: Dodge, Improved Unarmed Strike (B), Octopus Style, Octopus Focus, Improved Trip (B)

Traits: Magical lineage (frostbite), bruising intellect

Favored class bonus: 2 HP, 4* 1/6 of a magus arcana

Magus Arcana: Wand Wielder, Flamboyant Arcana

Skills: Acrobatics +12, Climb +8, Intimidate +12, Linguistics +9 (Common, Elf, Goblin, Giant, Aklo, Sylvan, Undercommon, Terran), Spellcraft +12, Swim +4

Gear
Agile amulet of mighty fists (4000)
Belt of incredible dexterity +2 (4000)
Mithral chain shirt (1100)
Wand of true strike (CL 1) (750)
Pearl of power (2nd) (4000)
Masterwork underwater light crossbow (370) & 20 cold iron bolts (4)
Adventurer's sash w/2*potion of cure moderate wounds (CL 3), 2*caltrop bead, antitoxin, antiplague (300)

Spellbook:
0: All magus
1: Burning hands, expeditious retreat, feather fall, frostbite, infernal healing, Serren's swift girding, shield, silent image
2: Animal aspect, bladed dash, mirror image

Prepared spells:
0: Acid splash, arcane mark, dancing lights, detect magic
1: Burning hands, expeditious retreat, frostbite, shield
2: Animal aspect, bladed dash, mirror image

Silver Crusade

Slate
Mu Ridenhou
Yolo Laelsiolae
Falcatania
Aja
Bob

you are the ones lucky enough to be selected by the randomizer I used. I would love to take everyone, however, I am a bit hesitant to take on more than 6 immediately. While this is technically a solo game for each player, I would prefer to keep things cohesion-ed together as long as possible. Would all those selected make an alias, make sure your numbers are good, and move to the discussion thread please!

Thanks to everyone that applied, if I feel I can take on more, or if people go missing, you will be contacted first (via a random selection)


Good luck, all those not selected, in your future applications! :)


Best of luck to all contestants, XD

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