The Thunder Below

Game Master DireMerc

Loot List

Encounter map (updated each time I post)


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Devlin is primarily a switch hitting combatant.

He has the defenses : AC 37+, a 20% miss chance. Save are all 19+. HP are large (although burn is an issue). If he's got some earth or stone to work with, he can use it for cover (yeah, a flat floor will do nicely because of earth glide).
He can fight at range, up to 480' Extreme range infusion, with area effects (fragmentation infusion), or with control effects(wall infusion and stone sculptor).
He can melee with a 15' reach when buffed (long-arm) using Kinetic Whip.
He can teleport using ride the blast (within 480')

His secondary role is scout - he's got stealth, perception, sense motive, disable device (and trapfinding). He can walk through stone/earth, and spider climb for mobility. He can also "look" on the far side of walls/doors with tremorsense.


DireMerc
Also, you never got around to answering this.

pad300 wrote:

With regards to 3ed party, what, if anything, will you allow from the Kineticists of Porphyra series (I to IV) and Legendary Kineticists and Legendary Kineticists 2?

I will make a Paizo submission, but if the 3ed party material is available, I will take advantage of it.

Primary stuff of interest:

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.

Conduit Glove
Aura moderate transmutation; CL 6th
Slot hands; Price 1,000 gp; Weight —
Description: This plain black fingerless glove has a white line along the bottom of it that seems to glow with energy when used. A creature who wears a conduit glove considers their gloved hand free while using the gather power class feature, even while holding something in that hand. A conduit glove uses up the wearer’s entire hands slot, although it may be worn along with another hand slot magical item without interfering with that item’s function, such as a focusing glove or glove of storing.

Burn Fragment
Aura faint conjuration; CL 1st
Slot none; Price 500 gp (basic), 2,000 gp (standard), 5,000 gp (grand);
Weight 1 lb.
Description: This small stone lacks any identifying feature except for a pale glow inside of it, feeling warm to the touch. When held, it allows the holder to reduce the burn cost of a wild talent of 3rd level or lower by 1, to a minimum of 0. After it is used, the burn fragment is instantly destroyed. A standard burn fragment can be used with a wild talent of 6th level or lower, while a greater burn fragment can be used with a wild talent of 9th level or lower.

Robe of Burn Conversion
Aura strong transmutation; CL 15th
Slot chest; Price 30,000 gp; Weight 10 lbs.
Description: 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 ½ 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.
Construction


DireMerc wrote:
I actually got confused for a moment there and thought that was a submission for the evil game. I don't think a ghost faced killer is a good fit for the good aligned game.

True it is not a 100% fit for a good-align game unless you have it as a skill set of a character that has risen above their old ways and turned good.

I looked at the character more from; a investigative, subterfuge, and combat with adaptibility for all the above, with the ability to get of dodge should things get sour.
If this game has a record for TPKs, I'd want the ability to get out of dodge easily.

And Sorry if my mind is becoming a bit like Maple's in that I'm thinking outside of the normal box.
If you watch the Anime, prepare to laugh at the ridiculous ideas and solutions Maple comes up with and their result.


DireMerc wrote:


...
Jonuli Mudarch dragon disciple (seems like a play on the genie from aladin? I don't mind that's fine.)

However I feel like if I approve one I cant take the other because that would be too much arcane casters so was waiting for more background from rydell before deciding.

...

The play on the genie from aladin is due to the avatar I think. I will probably have to come up with another avatar but not sure which one. Character is mostly finished. I've never gotten to play this character before so I'm not sure how front line he is. The dimensional dervish feats make him a deep striker and the form of the dragon abilities will give him more attacks and a bigger punch. Not that I expect to see it, this character is capable of casting 9th level spells when the time comes, unless I move him more martial. He is a bit adaptable in that capacity


@trawets Well the avatar and the fact that he is a half genie who was a slave and was freed is what made me think of him.


Been a while since I've seen Aladdin. I didn't remember that the genie was a slave and freed.


Kinda yes this is touched on a bit in the movie and expanded on in the animated series. He is force to do the bidding of however owns the lamp regardless of his will (so is technically a slave) While aladin treated him like a friend his previous master were not so kind.

After he becomes free at the end of the movie he travels the world and helps other genies find their freedom like he did.


how do you feel about Variant Multiclassing? It's usually quite difficult to build around, because it costs a lot of feats that one needs early on. But at a high level game, it might be possible to overcome the feat cost.


@RHMG Animator as in the maple story anime? I vaguely recall that being a thing and I think I watched a few episodes.

If you wanna do the ghost faced killer than it's fine go ahead. You've been in a bunch of my previous games in the past I know your a good roleplayer.

Your going to do the ninja variant I suggested?

@Ellioti never heard of it, but looked into it and it seems ok what did you have in mind?

@pad300 I'm still debating whether or not I want the character in the group.

I have been reviewing This page

to understand the class a bit better as I have no experience with them before and it seemed broken to me at first glance. Now that I understand how burn works a little more I'm a still uncertain how I feel about it.

I'm tired now so gonna get some sleep and think on it and decide tonight.

I'll likely be closing recruitment tonight having picked the final party and any remaining characters will be backups in case of dropouts.


@DireMirc
No, Not Maple story, BOFURI: I Don't Want to Get Hurt, so I'll Max Out My Defense.
Some of her ridiculous ideas are listed in the wiki.

I'd of prefered the updated PrC, since this is a 3.5 Module,
I thought I'd do a throw back to the DnD 3.5 days before archetypes by using a PrC.

But was/am prepared to use just straight Ninja to keep with the throw back of No archetype.

And have come up with a few other interesting ideas like;
A arcane caster who makes a lot of use of the "Wall" spells (kinda like in Goblin Slayer),
A very Hard to Kill Tank/Shield, and my mind is coming up with a few more...


DireMerc wrote:

...

@pad300 I'm still debating whether or not I want the character in the group.

I have been reviewing This page

to understand the class a bit better as I have no experience with them before and it seemed broken to me at first glance. Now that I understand how burn works a little more I'm a still uncertain how I feel about it.

I'm tired now so gonna get some sleep and think on it and decide tonight.

I'll likely be closing recruitment tonight having picked the final party and any remaining characters will be backups in case of dropouts.

This is going to be my first kineticist in actual play myself. I don't think they're broken if you follow the burn rules properly. They don't hit as hard as a dedicated martial character, although they roll a lot of dice, they don't get that many attacks...


Great now my ideas are competing against each other......

But I'll continue with my first one since there are a number of casters and frontliners.

Though I Do like the ideas I have for likely events in this module.


Is there Feat re-training?


DireMerc wrote:
@Ellioti never heard of it, but looked into it and it seems ok what did you have in mind?

I was thinking about another build, but there wasn't enough time


@Rhmg I'd allow it but likely wont be time for that.

Tough by the end of the module you will likely be level 17


Alright so after much deliberation I will go with this for the party.

Mae the Illusionist - Male gnome oracle 5/veiled illusionist 10 N Small humanoid (gnome)

Liam the Wanderer - Male sylph duelist 8/unchained monk 7

Obidiah Gerheart Male dwarf magus (deep marshal, myrmidarch) 15

Jonuli Mudarch - Sorcerer 5/Dragon Disciple 10

Devlin Plumb - Monk(Water Dance) 1 Kineticist 14

RHMG Animator's character (giving him the slot since he is a returning player from my previous campaign)

Any others will be put in the reserve list for replacements for players that die or drop out.

@pad300 I'll roll with it and see how it goes. This is a rough campaign so everyone should be bringing their A game anyways. As for the 3rd party items you can use the burn shard conduit gloves and burn fragments but the robe seems a little too good.

@Animator sounds like a great anime gonna watch that tonight reminds me of the shield hero and I loved that one.

I will begin the posting for the campaign there wont be any combat right away and animator can catch up.


Will try to finish the build's equipment up tonight.


Campaign tread is up feel free to trow an in alias intro post in when ready.


Got most of the crunch done, need to work on equipment.....
The Fun part of building....


Thanks for your consideration and have a great game folks!

Sovereign Court

If you ever need a replacement front liner, here is Gerold:

Gerold:

Gerold Kestet
Human fighter (aldori defender) 9/unchained monk (master of many styles) 1/aldori swordlord 5 (Pathfinder RPG Adventurer's Guide 20, 23, Pathfinder Unchained 14, Ultimate Combat 59)
LG Medium humanoid (human)
Init +10; Senses Perception +20
--------------------
Defense
--------------------
AC 32, touch 21, flat-footed 24 (+9 armor, +3 deflection, +8 Dex, +2 shield)
hp 109 (15d10+15)
Fort +15, Ref +20, Will +11 (+2 vs. fear); +4 vs. effects that cause you to lose your grip on weapons
Defensive Abilities defensive parry +3, steel net
--------------------
Offense
--------------------
Speed 30 ft.
Melee +4 dueling impervious liberating mithral aldori dueling sword +34/+29/+24 (1d8+16/17-20) or
. . gauntlet (from armor) +23/+18/+13 (1d3+1) or
. . unarmed strike +23/+18/+13 (1d6+1)
Special Attacks deft strike, disarming strike, shatter confidence, stunning fist (4/day, DC 19), weapon trainings (dazzling intimidation, heavy blades +4)
--------------------
Statistics
--------------------
Str 13, Dex 27, Con 12, Int 16, Wis 14, Cha 7
Base Atk +15; CMB +16 (+24 dirty trick, +26 disarm, +24 reposition, +24 trip); CMD 37 (41 vs. bull rush, 45 vs. dirty trick, 51 vs. disarm, 46 vs. grapple, 45 vs. reposition, 41 vs. sunder, 58 vs. trip)
Feats Advanced Weapon Training, Aldori Dueling Mastery[ISWG], Blind-fight, Combat Expertise, Crane Style[UC], Dazzling Display, Deadly Finish[UC], Deadly Stroke, Exotic Weapon Proficiency (aldori dueling sword), Greater Weapon Focus (aldori dueling sword), Improved Critical (aldori dueling sword), Improved Disarm, Improved Unarmed Strike, Power Attack, Quick Draw, Shatter Defenses, Stunning Fist, Weapon Finesse, Weapon Focus (aldori dueling sword)
Traits aldori caution, bruising intellect, sword scion
Skills Acrobatics +24, Climb +5, Diplomacy -2 (-4 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Intimidate +25 (+31 to demoralize with Dazzling Display & Aldori dueling sword, Knowledge (dungeoneering) +21, Knowledge (nobility) +9, Perception +20, Sense Motive +20 (+18 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Stealth +17, Survival +2 (+4 to avoid becoming lost), Swim +5
Languages Common, Dwarven, Elven, Sylvan
SQ adaptive tactics, display weapon prowess, fuse style, pride
Other Gear celestial armor, +4 dueling impervious liberating mithral aldori dueling sword[ISWG], belt of incredible dexterity +6, fog-cutting lenses, gloves of dueling[APG], incandescent blue sphere ioun stone, mark of the grinning skull, ring of protection +3, stagger-proof boots, swarmbane clasp[UE], swordlord's cloak +4, wayfinder[ISWG], 2,330 gp
--------------------
Special Abilities
--------------------
Adaptive Tactics (Ex) Use Sense Motive to gain +2 attack or AC vs. creature struck last round. (DC 10+BAB)
Advanced Weapon Training You are specially trained to use your weapon skills in new ways.
Aldori Dueling Mastery Gain initiative and defensive bonuses when wielding an Aldori dueling sword.
Blind-Fight Re-roll misses because of concealment, other benefits.
Combat Expertise -3/+4 Bonus to AC in exchange for an equal penalty to attack.
Crane Style Fight defensive pen reduced to -2. When in style, dodge bonus increases by 1.
Dazzling Display (Aldori dueling sword) Intimidate check to demoralize can affect those within 30' who see you.
Dazzling Intimidation (Weapon Training [Blades, Heavy] +4) (Ex) Add weapon training bonus to Intimidate checks to demoralize opponents.
Deadly Finish Foes you knock out must make a Fort save or die
Deadly Stroke (Aldori dueling sword) Standard action: deal double damage + 1 CON bleed to a stunned or flat-footed target.
Defensive Parry +3 (Ex) Gain dodge bonus to AC against melee attacks after making a full attack with Aldori dueling sword.
Deft Strike (Ex) Can apply Dex bonus instead of Str with Aldori dueling sword.
Disarming Strike (Ex) Deal damage to foe when you disarm them with dueling sword.
Display Weapon Prowess +6 (Ex) Bonus to Dazzling Display, perf combat, & dueling parry and resolve.
Fuse Style (2 styles) (Ex) At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but whe
Improved Disarm You don't provoke attacks of opportunity when disarming.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Shatter Confidence (Ex) Intimidate to suppress morale bonuses on target after crit, disarm, repos, sunder, or if shaken.
Steel Net (Ex) When fighting defensively as full-round action penalties on attacks and increases dodge AC by 2.
Stunning Fist (4/day, DC 19) You can stun an opponent with an unarmed attack.
Warrior Spirit +4 (Weapon Training [Blades, Heavy] +4 [Ex], 5/day) (Su) Standard action, add enhance bon or item powers for 1 min.
Weapon Training (Blades, Heavy) +4 (Ex) +4 Attack, Damage, CMB, CMD with Heavy Blades

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