DM Delmoth's Planescape

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Adventure stage: 3


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CN Male Peri-blooded Aasimar | Necromancer 12 | HP 86/86 | AC 18, TCH 15, FF 15; SR 17 | CMB 7, CMD 23 | Fort +9 Ref +11 Will +10 | Init +8, Perc +11; Darkvision 60' | Speed 30' | Spells etc | ammo 48/48(S/CI) | Conditions: Deathwatch (CL1), Lifesight (round 2)
Conor the Wanderer wrote:
Is that a window in the hallway leading to where Lunk and Savi are? Or a door.
DM_Delmoth wrote:
Window, currently broken

also, there's a big window that's much closer to us that's about to get broken :D

edit: it seems Zombington wont be able to do it, though xD


Male Human Vindictive Bastard 8| HP 73/79| Init +1, Perception +8 | AC 23/12/22 (+1 Dex, +1 Deflection, +1 Natural, +1 Attune) Fort +10, Ref +5, Will +11|
Use /Day:
| Smite 3/3| Demoralize 1/1 | Solo Tactics 6/6 | Pearl 1st 3/3 | Bane 4/5 | Spells: Liberating Command, Litany of Duty, Paladin's Sacrifice, ironskin
Condition: Aura of Courage, Aura of Resolve

I think I would have checked that window too, and hopped through when I saw the commotion with the SK, especially since Lunk and Savi are there.

Edit: Nevermind, no way he can get near that far in a turn.


CN Male Peri-blooded Aasimar | Necromancer 12 | HP 86/86 | AC 18, TCH 15, FF 15; SR 17 | CMB 7, CMD 23 | Fort +9 Ref +11 Will +10 | Init +8, Perc +11; Darkvision 60' | Speed 30' | Spells etc | ammo 48/48(S/CI) | Conditions: Deathwatch (CL1), Lifesight (round 2)

You're hasted, BTW, for double move speed :D
(doesn't stack with Jek's thing, btw)


CG Tiny Female Fairy Prankster | 38/42♥️ | (26)22AC~16t~(22)18ff | DR5/ColdIron, SR13 | Fort+9~Ref+10~Will+8 | Perc+13 | Init+7 | Invisibility:3/3, Repartée(2d4):3/3, SlapStick:1/1 | Feat: Improved Dirty Trick

60’ gets Conor between Savi and SK. If 60’ is your move with Haste, you can move and attack.


CN Male Peri-blooded Aasimar | Necromancer 12 | HP 86/86 | AC 18, TCH 15, FF 15; SR 17 | CMB 7, CMD 23 | Fort +9 Ref +11 Will +10 | Init +8, Perc +11; Darkvision 60' | Speed 30' | Spells etc | ammo 48/48(S/CI) | Conditions: Deathwatch (CL1), Lifesight (round 2)

well... see... he has heavy armor... so I think he has 20' move? which doubles to 40'

Jek's fleet standard takes him up to 25, I think...


Male Human Vindictive Bastard 8| HP 73/79| Init +1, Perception +8 | AC 23/12/22 (+1 Dex, +1 Deflection, +1 Natural, +1 Attune) Fort +10, Ref +5, Will +11|
Use /Day:
| Smite 3/3| Demoralize 1/1 | Solo Tactics 6/6 | Pearl 1st 3/3 | Bane 4/5 | Spells: Liberating Command, Litany of Duty, Paladin's Sacrifice, ironskin
Condition: Aura of Courage, Aura of Resolve

Oh, well I already moved 40' and will certainly be going towards where Lunk dove in next round.

Conor really has no clue what the hell is going on at this point, you all wanted some Shadowknave guy and the rest of the common room commotion doesn't seem to involve him.

Though he does have a shiny new sword that needs to get broken in


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Rinika chose the wrong room, and then an assassin saw her target once he was flushed out. Hilarity ensued


CN Male Peri-blooded Aasimar | Necromancer 12 | HP 86/86 | AC 18, TCH 15, FF 15; SR 17 | CMB 7, CMD 23 | Fort +9 Ref +11 Will +10 | Init +8, Perc +11; Darkvision 60' | Speed 30' | Spells etc | ammo 48/48(S/CI) | Conditions: Deathwatch (CL1), Lifesight (round 2)

and it's time for more property damage :D


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Male Human Vindictive Bastard 8| HP 73/79| Init +1, Perception +8 | AC 23/12/22 (+1 Dex, +1 Deflection, +1 Natural, +1 Attune) Fort +10, Ref +5, Will +11|
Use /Day:
| Smite 3/3| Demoralize 1/1 | Solo Tactics 6/6 | Pearl 1st 3/3 | Bane 4/5 | Spells: Liberating Command, Litany of Duty, Paladin's Sacrifice, ironskin
Condition: Aura of Courage, Aura of Resolve
DM_Delmoth wrote:
Rinika chose the wrong room, and then an assassin saw her target once he was flushed out. Hilarity ensued

I love it.


CG Male Half Elf: Eldritch Guardian 2, Magical Child 7 | 76/76♥️ | 22AC~15t~19ff | Fort+10~Ref+11~Will+8 /+1v.Fey/+1v.Fear/+2v.Enchant | CMD:24 | Perc+13/17.LL | Init+2 | 1st:5/5, 2nd:4/4, 3rd:1/1, SongBird:1/1, HeyListen:1/1
Nikrir Leldro wrote:
and it's time for more property damage :D

There’s a window that’s still intact, and so big even Jek could autodefenestrate right through it!


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Schrodinger's Catgirl Oracle 11 | Init +4 | AC 25 T16 FF21 | HP 74/80 | Fort +8 Ref +10, Will +11 (+2 disease, mind affecting) | Perception+14 DV, SiD | Spells: 5: 5/5 4: 6/7, 3: 5/7 2: 4/7, 1:8/8
DM_Delmoth wrote:
Rinika chose the wrong right room, and then an assassin saw her target once he was flushed out. Hilarity ensued

FTFY


CN Male Peri-blooded Aasimar | Necromancer 12 | HP 86/86 | AC 18, TCH 15, FF 15; SR 17 | CMB 7, CMD 23 | Fort +9 Ref +11 Will +10 | Init +8, Perc +11; Darkvision 60' | Speed 30' | Spells etc | ammo 48/48(S/CI) | Conditions: Deathwatch (CL1), Lifesight (round 2)

Not only is this based on the best interpretation of Nik's attempting to distract the GM mooks, I think we don't even have to finish off the Babau, so maybe the assassin won't be too mad at us either xD

Now the only question is if we can escape with our kidnap victim and the implausibly annoying Shadow Knave without more fighting xD


CN Male Peri-blooded Aasimar | Necromancer 12 | HP 86/86 | AC 18, TCH 15, FF 15; SR 17 | CMB 7, CMD 23 | Fort +9 Ref +11 Will +10 | Init +8, Perc +11; Darkvision 60' | Speed 30' | Spells etc | ammo 48/48(S/CI) | Conditions: Deathwatch (CL1), Lifesight (round 2)
DM_Delmoth wrote:

The babau is hanging off of Jek's lance.

[dice=How does the chaotic side of the Outlands feel about Nik's Tiny Hut]1d100

The Tiny Hut remains.

both the babau-kabob and the roll for the Tiny Hut are terrifying xD

Rinika wrote:
DM_Delmoth wrote:

The Shadowknave is now convinced that his surrender was ill-conceived and struggles against the scarf.

Dunno why, it's not like Rinika actually killed him or anything.

Right? He got a free scarf! :D

And now Rinika is down one scarf! T_T


Schrodinger's Catgirl Oracle 11 | Init +4 | AC 25 T16 FF21 | HP 74/80 | Fort +8 Ref +10, Will +11 (+2 disease, mind affecting) | Perception+14 DV, SiD | Spells: 5: 5/5 4: 6/7, 3: 5/7 2: 4/7, 1:8/8
Nikrir Leldro wrote:
DM_Delmoth wrote:

The babau is hanging off of Jek's lance.

[dice=How does the chaotic side of the Outlands feel about Nik's Tiny Hut]1d100

The Tiny Hut remains.

both the babau-kabob and the roll for the Tiny Hut are terrifying xD

Rinika wrote:
DM_Delmoth wrote:

The Shadowknave is now convinced that his surrender was ill-conceived and struggles against the scarf.

Dunno why, it's not like Rinika actually killed him or anything.

Right? He got a free scarf! :D

And now Rinika is down one scarf! T_T

This SHALL NOT STAND.

Or, y'know, now she has an excuse to go steal buy 3 more.


CG Male Half Elf: Eldritch Guardian 2, Magical Child 7 | 76/76♥️ | 22AC~15t~19ff | Fort+10~Ref+11~Will+8 /+1v.Fey/+1v.Fear/+2v.Enchant | CMD:24 | Perc+13/17.LL | Init+2 | 1st:5/5, 2nd:4/4, 3rd:1/1, SongBird:1/1, HeyListen:1/1
DM_Delmoth wrote:

The babau is hanging off of Jek's lance.

[dice=How does the chaotic side of the Outlands feel about Nik's Tiny Hut]1d100

The Tiny Hut remains.

They all argue about who ordered the circus tent, then with a sigh, agree it was probably the guy Conor killed.


Male Human Vindictive Bastard 8| HP 73/79| Init +1, Perception +8 | AC 23/12/22 (+1 Dex, +1 Deflection, +1 Natural, +1 Attune) Fort +10, Ref +5, Will +11|
Use /Day:
| Smite 3/3| Demoralize 1/1 | Solo Tactics 6/6 | Pearl 1st 3/3 | Bane 4/5 | Spells: Liberating Command, Litany of Duty, Paladin's Sacrifice, ironskin
Condition: Aura of Courage, Aura of Resolve

Dude had it coming, we all know it.


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My father in law is visiting this week. I will be slow to post until next.


Male Human Vindictive Bastard 8| HP 73/79| Init +1, Perception +8 | AC 23/12/22 (+1 Dex, +1 Deflection, +1 Natural, +1 Attune) Fort +10, Ref +5, Will +11|
Use /Day:
| Smite 3/3| Demoralize 1/1 | Solo Tactics 6/6 | Pearl 1st 3/3 | Bane 4/5 | Spells: Liberating Command, Litany of Duty, Paladin's Sacrifice, ironskin
Condition: Aura of Courage, Aura of Resolve

Enjoy.

Long term warning, the last weekend of July is going to be bad for me, having the whole family up for a big birthday bash for my kids and it'll be houseguests and bouncy house tractors all over the place.


CN Male Peri-blooded Aasimar | Necromancer 12 | HP 86/86 | AC 18, TCH 15, FF 15; SR 17 | CMB 7, CMD 23 | Fort +9 Ref +11 Will +10 | Init +8, Perc +11; Darkvision 60' | Speed 30' | Spells etc | ammo 48/48(S/CI) | Conditions: Deathwatch (CL1), Lifesight (round 2)
Rinika wrote:
Rinika tries some more acrobatics to fly out without provoking and ending her movement 10 ft in the air, and once she gets out, she tries to dispel the tentacles.

So... Dispel Magic is the absolute best Abjuration ever :D


Schrodinger's Catgirl Oracle 11 | Init +4 | AC 25 T16 FF21 | HP 74/80 | Fort +8 Ref +10, Will +11 (+2 disease, mind affecting) | Perception+14 DV, SiD | Spells: 5: 5/5 4: 6/7, 3: 5/7 2: 4/7, 1:8/8
Nikrir Leldro wrote:
Rinika wrote:
Rinika tries some more acrobatics to fly out without provoking and ending her movement 10 ft in the air, and once she gets out, she tries to dispel the tentacles.
So... Dispel Magic is the absolute best Abjuration ever :D

It's pretty great.


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BTW you guys level up. You should be 9th.


CN Male Peri-blooded Aasimar | Necromancer 12 | HP 86/86 | AC 18, TCH 15, FF 15; SR 17 | CMB 7, CMD 23 | Fort +9 Ref +11 Will +10 | Init +8, Perc +11; Darkvision 60' | Speed 30' | Spells etc | ammo 48/48(S/CI) | Conditions: Deathwatch (CL1), Lifesight (round 2)

BTW, a night's rest means +9 hp for lvl 9 characters :D
Also, Lunk looks injured, he gets another +20 from Nik
Not sure if I should heal TitaNik, but I suppose giving him a few extra hpz wouldn't hurt...
oh, and converting my lvl 1&2 spells that are not Infernal Healing means Repair Undeadx5: 5d8 + 25 ⇒ (3, 6, 2, 3, 8) + 25 = 47 hp for Horsington...


Male Tiefling Kinetic Knight 11| Effective HP: 102 | HP 135/135 157/157| Init +1, Perception +17, Darkvision 60' | AC 30/13/29 (+10 Armor, +3 Shield, +1 Dex, +2 Deflection, +4 Natural) Fort +17, Ref +12, Will +10|
Defenses:
DR 7/Adamantine, 25% miss chance for physical ranged attacks, Resist Fire: 5, Constant: Fly, Life Bubble, Feather Fall
| Burn: 5| NL Damage: 55| Overflow: 5| Internal Buffer 2/2 | Resolve:3/4 | Conditions: +3 to hit,+2 DEX +2 STR, +4 CON DR/7, Stage 1 Grumpies

This is my first dip into a Kineticist. I thought going the melee knight would make things simpler, yet it made picking infusions harder and more complicated but I think I've got it.

GM, since when I take burn I'll be dealing myself non-lethal damage I've got a tagline "Effective HP" that I'll update between the two so we can determine when I pass out. With my setup I shouldn't take burn often, once I get 3 I'll be pretty self sufficient from there on out unless I want to do some extra stuff. I'm certainly going to play it conservative to start.

If anyone sees me doing something wrong, let me know, I won't get mad. Unless you don't let me do cool stuff, then I will ;)


CG Male Half Elf: Eldritch Guardian 2, Magical Child 7 | 76/76♥️ | 22AC~15t~19ff | Fort+10~Ref+11~Will+8 /+1v.Fey/+1v.Fear/+2v.Enchant | CMD:24 | Perc+13/17.LL | Init+2 | 1st:5/5, 2nd:4/4, 3rd:1/1, SongBird:1/1, HeyListen:1/1
Nikrir Leldro wrote:
Also, Lunk looks injured, he gets another +20 from Nik

Yay!


Schrodinger's Catgirl Oracle 11 | Init +4 | AC 25 T16 FF21 | HP 74/80 | Fort +8 Ref +10, Will +11 (+2 disease, mind affecting) | Perception+14 DV, SiD | Spells: 5: 5/5 4: 6/7, 3: 5/7 2: 4/7, 1:8/8
Baraxx wrote:

This is my first dip into a Kineticist. I thought going the melee knight would make things simpler, yet it made picking infusions harder and more complicated but I think I've got it.

GM, since when I take burn I'll be dealing myself non-lethal damage I've got a tagline "Effective HP" that I'll update between the two so we can determine when I pass out. With my setup I shouldn't take burn often, once I get 3 I'll be pretty self sufficient from there on out unless I want to do some extra stuff. I'm certainly going to play it conservative to start.

If anyone sees me doing something wrong, let me know, I won't get mad. Unless you don't let me do cool stuff, then I will ;)

I'm pretty stoked, I've been really curious about kinetic knight, especially air kinetic knight, for a while. Looking forward to seeing him in action!


Male Tiefling Kinetic Knight 11| Effective HP: 102 | HP 135/135 157/157| Init +1, Perception +17, Darkvision 60' | AC 30/13/29 (+10 Armor, +3 Shield, +1 Dex, +2 Deflection, +4 Natural) Fort +17, Ref +12, Will +10|
Defenses:
DR 7/Adamantine, 25% miss chance for physical ranged attacks, Resist Fire: 5, Constant: Fly, Life Bubble, Feather Fall
| Burn: 5| NL Damage: 55| Overflow: 5| Internal Buffer 2/2 | Resolve:3/4 | Conditions: +3 to hit,+2 DEX +2 STR, +4 CON DR/7, Stage 1 Grumpies

Yeah, I had to do air, at will Fly is just too juicy. The second element was tougher, but Earth and it's DR seemed to fit for this guy's background.

I also just ignored any of the elemental blasts, I'm pure physical, which might really hurt against high AC foes but, again, background dictated.

Celerity is fun too, free haste. Kinda.

The kinetic knight makes finding infusions that work a bit of a nusance and most of the awesome ones are not allowed since they have to work for kinetic blade, but being able to full attack composite blasts at neutral burn should work nice.

If I hit.

Oh, the heavy armor req is kinda rough because you need the carrying capacity but a Dex build with Kinetic Whip and finesse, free combat expertise and maybe improved trip was tempting. An AOO monster, potentially. Probably better build for a regular Kineticist though.


CN Male Peri-blooded Aasimar | Necromancer 12 | HP 86/86 | AC 18, TCH 15, FF 15; SR 17 | CMB 7, CMD 23 | Fort +9 Ref +11 Will +10 | Init +8, Perc +11; Darkvision 60' | Speed 30' | Spells etc | ammo 48/48(S/CI) | Conditions: Deathwatch (CL1), Lifesight (round 2)

btw, why do you have 1 burn already? shouldn't you have an active condition? :3


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Male Tiefling Kinetic Knight 11| Effective HP: 102 | HP 135/135 157/157| Init +1, Perception +17, Darkvision 60' | AC 30/13/29 (+10 Armor, +3 Shield, +1 Dex, +2 Deflection, +4 Natural) Fort +17, Ref +12, Will +10|
Defenses:
DR 7/Adamantine, 25% miss chance for physical ranged attacks, Resist Fire: 5, Constant: Fly, Life Bubble, Feather Fall
| Burn: 5| NL Damage: 55| Overflow: 5| Internal Buffer 2/2 | Resolve:3/4 | Conditions: +3 to hit,+2 DEX +2 STR, +4 CON DR/7, Stage 1 Grumpies

I have a +1 from overflow, but the kinetic knight needs to take one burn daily to be able to use his armor and shield properly and gather power while holding a shield.


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Male Tiefling Kinetic Knight 11| Effective HP: 102 | HP 135/135 157/157| Init +1, Perception +17, Darkvision 60' | AC 30/13/29 (+10 Armor, +3 Shield, +1 Dex, +2 Deflection, +4 Natural) Fort +17, Ref +12, Will +10|
Defenses:
DR 7/Adamantine, 25% miss chance for physical ranged attacks, Resist Fire: 5, Constant: Fly, Life Bubble, Feather Fall
| Burn: 5| NL Damage: 55| Overflow: 5| Internal Buffer 2/2 | Resolve:3/4 | Conditions: +3 to hit,+2 DEX +2 STR, +4 CON DR/7, Stage 1 Grumpies

I debated putting the overchargeflow bonuses in active conditions but decided to spell it out in a different place so I don't get that spot too crowded since I'll have others going fairly often.

Edit:. This class with Overflow, my Mechanic always shooting with Overcharge, gonna mistype that one quite a bit.


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I don't know if I should be afraid. I tried to figure out how kineticist worked one time but I failed hard.


Male Tiefling Kinetic Knight 11| Effective HP: 102 | HP 135/135 157/157| Init +1, Perception +17, Darkvision 60' | AC 30/13/29 (+10 Armor, +3 Shield, +1 Dex, +2 Deflection, +4 Natural) Fort +17, Ref +12, Will +10|
Defenses:
DR 7/Adamantine, 25% miss chance for physical ranged attacks, Resist Fire: 5, Constant: Fly, Life Bubble, Feather Fall
| Burn: 5| NL Damage: 55| Overflow: 5| Internal Buffer 2/2 | Resolve:3/4 | Conditions: +3 to hit,+2 DEX +2 STR, +4 CON DR/7, Stage 1 Grumpies

If it gets too onerous I can swap to a different class with a Jedi mind trick retcon.


Male Tiefling Kinetic Knight 11| Effective HP: 102 | HP 135/135 157/157| Init +1, Perception +17, Darkvision 60' | AC 30/13/29 (+10 Armor, +3 Shield, +1 Dex, +2 Deflection, +4 Natural) Fort +17, Ref +12, Will +10|
Defenses:
DR 7/Adamantine, 25% miss chance for physical ranged attacks, Resist Fire: 5, Constant: Fly, Life Bubble, Feather Fall
| Burn: 5| NL Damage: 55| Overflow: 5| Internal Buffer 2/2 | Resolve:3/4 | Conditions: +3 to hit,+2 DEX +2 STR, +4 CON DR/7, Stage 1 Grumpies

It should be relatively reasonable, I think I'll try to limit daily burn to certain limits unless desperate, and otherwise it should play like a typical melee character with some ways to buff.


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I'm just glad that I generally won't have to worry about planar effects modifying your abilities too much. Occult abilities are roughly equivalent to psionics which are way less affected by planar interference.


Male Tiefling Kinetic Knight 11| Effective HP: 102 | HP 135/135 157/157| Init +1, Perception +17, Darkvision 60' | AC 30/13/29 (+10 Armor, +3 Shield, +1 Dex, +2 Deflection, +4 Natural) Fort +17, Ref +12, Will +10|
Defenses:
DR 7/Adamantine, 25% miss chance for physical ranged attacks, Resist Fire: 5, Constant: Fly, Life Bubble, Feather Fall
| Burn: 5| NL Damage: 55| Overflow: 5| Internal Buffer 2/2 | Resolve:3/4 | Conditions: +3 to hit,+2 DEX +2 STR, +4 CON DR/7, Stage 1 Grumpies

Yeah, I did that on purpose. Chose all my damage to be physical so I don't have to worry about elemental or spell resistance.


Male Tiefling Kinetic Knight 11| Effective HP: 102 | HP 135/135 157/157| Init +1, Perception +17, Darkvision 60' | AC 30/13/29 (+10 Armor, +3 Shield, +1 Dex, +2 Deflection, +4 Natural) Fort +17, Ref +12, Will +10|
Defenses:
DR 7/Adamantine, 25% miss chance for physical ranged attacks, Resist Fire: 5, Constant: Fly, Life Bubble, Feather Fall
| Burn: 5| NL Damage: 55| Overflow: 5| Internal Buffer 2/2 | Resolve:3/4 | Conditions: +3 to hit,+2 DEX +2 STR, +4 CON DR/7, Stage 1 Grumpies

Didn't put it in the tagline but if Savi uses her super secret evil detector, he'll ping as evil.

With how he looks, I'd be surprised if she didn't check right away.


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She doesn't have that ability anymore, not that kind of fairy.


Male Tiefling Kinetic Knight 11| Effective HP: 102 | HP 135/135 157/157| Init +1, Perception +17, Darkvision 60' | AC 30/13/29 (+10 Armor, +3 Shield, +1 Dex, +2 Deflection, +4 Natural) Fort +17, Ref +12, Will +10|
Defenses:
DR 7/Adamantine, 25% miss chance for physical ranged attacks, Resist Fire: 5, Constant: Fly, Life Bubble, Feather Fall
| Burn: 5| NL Damage: 55| Overflow: 5| Internal Buffer 2/2 | Resolve:3/4 | Conditions: +3 to hit,+2 DEX +2 STR, +4 CON DR/7, Stage 1 Grumpies

Delightful


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CG Tiny Female Fairy Prankster | 38/42♥️ | (26)22AC~16t~(22)18ff | DR5/ColdIron, SR13 | Fort+9~Ref+10~Will+8 | Perc+13 | Init+7 | Invisibility:3/3, Repartée(2d4):3/3, SlapStick:1/1 | Feat: Improved Dirty Trick

Two levels later, Savi will coffee-spit in surprise at Baraxx’s evilness.


Male Tiefling Kinetic Knight 11| Effective HP: 102 | HP 135/135 157/157| Init +1, Perception +17, Darkvision 60' | AC 30/13/29 (+10 Armor, +3 Shield, +1 Dex, +2 Deflection, +4 Natural) Fort +17, Ref +12, Will +10|
Defenses:
DR 7/Adamantine, 25% miss chance for physical ranged attacks, Resist Fire: 5, Constant: Fly, Life Bubble, Feather Fall
| Burn: 5| NL Damage: 55| Overflow: 5| Internal Buffer 2/2 | Resolve:3/4 | Conditions: +3 to hit,+2 DEX +2 STR, +4 CON DR/7, Stage 1 Grumpies

Thought, both to help myself understand and work through my thinking process and also because it might be helpful, here’s a breakdown of Baraxx’s class features that he’ll be using. This class is certainly confusing at first glance but I kinda get it now, I think.

Basic Kineticist stuff

Powers are fueled by accepting Burn.
- Burn causes 9 (character level) points of non lethal damage that can only be healed by rest
- Internal Buffer is a feature that stores one point of burn and allows acceptance of one (at this level) burn with no effects. It does not refresh and must be recharged and stays until use. Baraxx will likely do this right before rest if he’s burned it that day

Basic attacks are elemental blasts. Two forms, Simple or Composite
Baraxx chose two elements, Air and Earth. Both physical damage and no elemental damage
- Simple blasts choose one element, cost no burn and do 1d6 + 1 (per 2 levels after 1st) + CON
-- so that’s 5d6 + 5 + CON at this level
- Composite blasts combine both elements, cost two burn. Same leveling progression
-- so that’s 10d6 + 5 + CON at this level

The most basic form Baraxx will use, and most of his attacks will likely be, is called Kinetic Blade and is just a melee attack with one or both blasts.
- Costs zero burn
- only lasts for the attack, does not threaten for AOO
- Can make iterative attacks

The other one I see him using occasionally is called Kinetic Whip
- Costs two burn
- lasts a full turn and does threaten AOO
- does have reach, like a whip

Baraxx has a feature called infusion specialization that allows him to ignore two points of burn while using his blasts and infusions.
- I have a few other infusions that i probably won’t use often or ever since they don’t really help all that much, but some might come in situationally.

There is a feature called Gather Power. That can help reduce burn for infusions (not utility wild talents, sadly)
- a move action to gather (does not provoke from what i can tell) allows me to reduce one burn
- a full round reduces 2 burn
- another move after that moves it to a max of 3
- if i take damage while holding power there’s a concentration check

In reality i’ll probably only use this if I am planning on using the Kinetic Whip and a composite blast, but the blade and mobility still seems better to me.

In order to gather power with my heavy shield, i need to accept a point of burn daily, which Baraxx does in the morning.

There’s a feature that will come into play called Elemental Overflow
- For each point of burn i accept in a day, up to a max of +3 at this level, I get a +1 to hit
- If i accept 3 points of burn in a day, i receive a +2 size bonus to two physical attributes. Likely STR and CON.
-- Which will of course increase my HPs and basically pay for one of my burn.

I have a bunch of utility talents that won’t be used a lot, but one to highlight is Celerity.
- its Haste, for zero burn, for one round.
- not super useful as it stands with Baraxx, since casting it will use his standard, but does help with moving.
- I can accept one burn to change it to one round/level
- this is likely going to be my main source of accepted burn.

So all that means that in a typical fight my tactics are likely going to be.

Possibly use Celerity to Haste everyone for one burn
move into melee
Full attack or attack with Kinetic blade with no additional burn with my composite blast.
if needed use Kinetic Whip, likely with the simple blast, for reach trip or disarm attempts (Which i get to do with CON and not STR)


Schrodinger's Catgirl Oracle 11 | Init +4 | AC 25 T16 FF21 | HP 74/80 | Fort +8 Ref +10, Will +11 (+2 disease, mind affecting) | Perception+14 DV, SiD | Spells: 5: 5/5 4: 6/7, 3: 5/7 2: 4/7, 1:8/8

One thing I didn't see you mention is your defensive talents- both, smesoecially earth, can be quite strong, but I believe they also require some burn investment to get to "full power." This is something you could think about investing enough to hit your elemental overflow in the morning, and have your buffs relatively stable throughout the day. Bumping from DR 5/Adamantine to 8/Adamantine is pretty solid.


Male Tiefling Kinetic Knight 11| Effective HP: 102 | HP 135/135 157/157| Init +1, Perception +17, Darkvision 60' | AC 30/13/29 (+10 Armor, +3 Shield, +1 Dex, +2 Deflection, +4 Natural) Fort +17, Ref +12, Will +10|
Defenses:
DR 7/Adamantine, 25% miss chance for physical ranged attacks, Resist Fire: 5, Constant: Fly, Life Bubble, Feather Fall
| Burn: 5| NL Damage: 55| Overflow: 5| Internal Buffer 2/2 | Resolve:3/4 | Conditions: +3 to hit,+2 DEX +2 STR, +4 CON DR/7, Stage 1 Grumpies

True, I didn't. I have considered that as well but wasn't sure how much burn I want to invest right away vs having some of my "cushion" available if needed. Seems like hitting my +3 cap won't be hard, the question will be timing.

I feel like being melee means that once I start taking damage if I get to aggressive with my burn things will start to spiral real fast.

Foe Focus can help on occasion as well, bumping that AC over 30.


Male Tiefling Kinetic Knight 11| Effective HP: 102 | HP 135/135 157/157| Init +1, Perception +17, Darkvision 60' | AC 30/13/29 (+10 Armor, +3 Shield, +1 Dex, +2 Deflection, +4 Natural) Fort +17, Ref +12, Will +10|
Defenses:
DR 7/Adamantine, 25% miss chance for physical ranged attacks, Resist Fire: 5, Constant: Fly, Life Bubble, Feather Fall
| Burn: 5| NL Damage: 55| Overflow: 5| Internal Buffer 2/2 | Resolve:3/4 | Conditions: +3 to hit,+2 DEX +2 STR, +4 CON DR/7, Stage 1 Grumpies

Certainly one of the disadvantages of trying a new class at high level is you don't get to grow into how to use it efficiently


Schrodinger's Catgirl Oracle 11 | Init +4 | AC 25 T16 FF21 | HP 74/80 | Fort +8 Ref +10, Will +11 (+2 disease, mind affecting) | Perception+14 DV, SiD | Spells: 5: 5/5 4: 6/7, 3: 5/7 2: 4/7, 1:8/8
Baraxx wrote:

Certainly one of the disadvantages of trying a new class at high level is you don't get to grow into how to use it efficiently

Very true, and this is probably one of the most different from classic class design.

I'm have trepidations about trying Occultist for the first time at high level.


Male Tiefling Kinetic Knight 11| Effective HP: 102 | HP 135/135 157/157| Init +1, Perception +17, Darkvision 60' | AC 30/13/29 (+10 Armor, +3 Shield, +1 Dex, +2 Deflection, +4 Natural) Fort +17, Ref +12, Will +10|
Defenses:
DR 7/Adamantine, 25% miss chance for physical ranged attacks, Resist Fire: 5, Constant: Fly, Life Bubble, Feather Fall
| Burn: 5| NL Damage: 55| Overflow: 5| Internal Buffer 2/2 | Resolve:3/4 | Conditions: +3 to hit,+2 DEX +2 STR, +4 CON DR/7, Stage 1 Grumpies

As noted by Rinika, my defense talents should be noted as well (i'm going to add a thing to my tagline)

I have 2 and they are pretty cool.

First is Flesh of Stone, which give me 1 DR/adamantine for every 2 levels after 2, so DR 4/Adamantine as my base, which can be increased with burn.
- Max DR is my level (but that's a crazy amount of burn!)
- Any increases last until my next rest
* Whenever I accept burn from a Wild Earth talent my DR goes to DR/-- for one round.
-- other than bumping up my DR I don't currently have any Wild Earth talents.

Second is Enveloping Winds, which gives ranged physical weapons a 20% miss chance, plus 5% for every 5 levels after 2. So thats a 25% miss chance currently. Does not affect rays.
- Can be bumped up by 5% by accepting burn to a max of 75%
- Oh yeah, it doesnt protect against massive weapons like Giant's boulders or ballistae
* Whenever I accept burn from a Wild Air talent (Like Celerity) the miss chance also counts against non physical ranged attacks like rays.

I guess the last things to note is I have the equivalent to constant, at will.
- air bubble
- Fly
- Feather Fall


Male Tiefling Kinetic Knight 11| Effective HP: 102 | HP 135/135 157/157| Init +1, Perception +17, Darkvision 60' | AC 30/13/29 (+10 Armor, +3 Shield, +1 Dex, +2 Deflection, +4 Natural) Fort +17, Ref +12, Will +10|
Defenses:
DR 7/Adamantine, 25% miss chance for physical ranged attacks, Resist Fire: 5, Constant: Fly, Life Bubble, Feather Fall
| Burn: 5| NL Damage: 55| Overflow: 5| Internal Buffer 2/2 | Resolve:3/4 | Conditions: +3 to hit,+2 DEX +2 STR, +4 CON DR/7, Stage 1 Grumpies
Rinika wrote:
Baraxx wrote:

Certainly one of the disadvantages of trying a new class at high level is you don't get to grow into how to use it efficiently

Very true, and this is probably one of the most different from classic class design.

I'm have trepidations about trying Occultist for the first time at high level.

I only did an Occultist to 2 or three and it wasn't so hard. Sure building it seems a challenge deciding which things and the focus distribution you want.

But in practice it seemed like the focus breakdown would stay pretty constant, depending on which bonuses you want all the time and which talents you think would be most useful, and after that its just a hybrid/caster class.

I think you were going more melee oriented? Mine was and it was pretty cool being able to lead blades, 2 hander, good armor, with things like shield (I think I did abjuration and transmutation to start) and use that focus ability to charge 100' at level 2.

really came in handy one fight

Such limited spellcasting is a bit tricky to make sure you get the right ones though.


Schrodinger's Catgirl Oracle 11 | Init +4 | AC 25 T16 FF21 | HP 74/80 | Fort +8 Ref +10, Will +11 (+2 disease, mind affecting) | Perception+14 DV, SiD | Spells: 5: 5/5 4: 6/7, 3: 5/7 2: 4/7, 1:8/8

Yep, looking at primarily melee with a 2-hander and shield, went with abjuration and transmutation too to get trappings of the warrior. Then added conjugation. I'm mostly concerned about having enough focus to use the abilities I want to. If anything, I feel like going with a panoply helps because it kind of limited options. Once I get a 4th actual school, I anticipate really feeling the pain of limited focus.


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Male Tiefling Kinetic Knight 11| Effective HP: 102 | HP 135/135 157/157| Init +1, Perception +17, Darkvision 60' | AC 30/13/29 (+10 Armor, +3 Shield, +1 Dex, +2 Deflection, +4 Natural) Fort +17, Ref +12, Will +10|
Defenses:
DR 7/Adamantine, 25% miss chance for physical ranged attacks, Resist Fire: 5, Constant: Fly, Life Bubble, Feather Fall
| Burn: 5| NL Damage: 55| Overflow: 5| Internal Buffer 2/2 | Resolve:3/4 | Conditions: +3 to hit,+2 DEX +2 STR, +4 CON DR/7, Stage 1 Grumpies

Feat or two free for extra focus?


Schrodinger's Catgirl Oracle 11 | Init +4 | AC 25 T16 FF21 | HP 74/80 | Fort +8 Ref +10, Will +11 (+2 disease, mind affecting) | Perception+14 DV, SiD | Spells: 5: 5/5 4: 6/7, 3: 5/7 2: 4/7, 1:8/8
Baraxx wrote:
Feat or two free for extra focus?

Yep! Got it, even get some extra from Panoply Savant archetype. I think it's intended design that at high levels, you can't max everything all the time.


Male Tiefling Kinetic Knight 11| Effective HP: 102 | HP 135/135 157/157| Init +1, Perception +17, Darkvision 60' | AC 30/13/29 (+10 Armor, +3 Shield, +1 Dex, +2 Deflection, +4 Natural) Fort +17, Ref +12, Will +10|
Defenses:
DR 7/Adamantine, 25% miss chance for physical ranged attacks, Resist Fire: 5, Constant: Fly, Life Bubble, Feather Fall
| Burn: 5| NL Damage: 55| Overflow: 5| Internal Buffer 2/2 | Resolve:3/4 | Conditions: +3 to hit,+2 DEX +2 STR, +4 CON DR/7, Stage 1 Grumpies

As an aside, it's cool the Kinetic knight gets the Samurai's resolve because rolling saves twice and shaking off conditions is nice, but in typical Paizo fashion the third, and possibly most important, use of it, unstoppable is functionally useless unless you never take a burn.

Why do they always like to add archetype features that end up being pointless?


Schrodinger's Catgirl Oracle 11 | Init +4 | AC 25 T16 FF21 | HP 74/80 | Fort +8 Ref +10, Will +11 (+2 disease, mind affecting) | Perception+14 DV, SiD | Spells: 5: 5/5 4: 6/7, 3: 5/7 2: 4/7, 1:8/8
Baraxx wrote:

Why do they always like to add archetype features that end up being pointless?

It can't all be an upgrade or it'd just be the class.

The solution is 2e seems to be to make everything very situational, and I'm not really sure how I feel about that yet.

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