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![Killian Paltreth](http://cdn.paizo.com/image/avatar/killian_color.jpg)
@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.
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loganic |
![Ubashki Lynx](http://cdn.paizo.com/image/avatar/PZO9081-Lynx.jpg)
Half Orc Brawler (Brawler ended up looking more fun than fighter)
*crosses my fingers I got the feats right*
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![Uzbin Parault](http://cdn.paizo.com/image/avatar/MadScientist_Final.jpg)
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?
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Kaouse |
![Danse Macabre](http://cdn.paizo.com/image/avatar/A4_ballroom1.jpg)
@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.
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Yolo Laelsiolae |
![Geisha](http://cdn.paizo.com/image/avatar/PZO1117-Geisha_90.jpeg)
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.
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Falcatania |
![Hellknight Armiger](http://cdn.paizo.com/image/avatar/PZO9264-HellknightArmiger_90.jpeg)
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!
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Werecaster |
![Rakshasa](http://cdn.paizo.com/image/avatar/R2-Savage-Rakshasa.jpg)
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
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avr |
![City Guard](http://cdn.paizo.com/image/avatar/PZO9248-Guard_90.jpeg)
Here's a quick submission - it'd be nice to know if my suggestion to someone else once works or is a bad idea.
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
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![Killian Paltreth](http://cdn.paizo.com/image/avatar/killian_color.jpg)
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)