GM Nazard’s Hollow’s Last Hope are Kineticists (Inactive)

Game Master Nazard

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Male Human (Storm Giant) Aerokineticist/4 | HP 50/50 (0NL) | AC 21/15/16 | F+10/R+10/W+6 | Init+5 | Perc+10 | Burn 0/6 | Ring 3/3
Items Left:
1 potion of Air Bubble CL3

Copied this sheet from another PbP player. It should be editable by everyone. Feel free to make any changes you deem appropriate.

Loot Tracker Sheet

Grand Lodge

M NG Human Hydrokineticist 4 | HP: 47/47 (NL 0) | AC: 17, T: 14, FF: 13 | CMB: 2, CMD: 15 | F: +8, R: +8, W: +2 | Init: +4 | Perc: +8, SM: +1 | Speed 30ft | Burn: 7/7 | Active conditions: none

Now that's a pro loot sheet.


Thanks, Oryn. That’s a huge help. I’ve put the link at the top of the page.

The value of the signet ring and gold ring may change depending on your actions, so you will have more than the 441gp to spend.


Female Human (Chelaxian) Telekineticist 2 | HP 19/19 | Burn 0/2 | F: +5 R: +3 W: +2 | AC 15/T 10/FF 15 | Perception +5

Sorry if I don't get a chance to post for the next little bit - work week from hell and it's showing no signs of stopping anytime soon. I'll try and get in posts as I can.


Male Human (Storm Giant) Aerokineticist/4 | HP 50/50 (0NL) | AC 21/15/16 | F+10/R+10/W+6 | Init+5 | Perc+10 | Burn 0/6 | Ring 3/3
Items Left:
1 potion of Air Bubble CL3

We should determine which items on the Loot Tracker we want to sell and which items we want to keep.

I would like to spend 150gp to add masterwork to my studded leather armor - as it removes my Armor Check Penalty. The cost of increase it to a +1 is too high (based on loot split estimates).

Potions of Cure Light Wounds for each member should be purchased. Wands can be risky to activate during combat, but otherwise they should be a good investment - since Use Magic Device is a Kineticist class skill - and failing the roll does not expend a charge. We should purchase whatever we can afford for CLW wands.

Other useful wands at 1st level: Comprehend Languages, Protection from Evil, Shield, True Strike


Female Human (Chelaxian) Telekineticist 2 | HP 19/19 | Burn 0/2 | F: +5 R: +3 W: +2 | AC 15/T 10/FF 15 | Perception +5

Sorry I've been out of it; that's likely to continue for at least a week or two more while I'm trying to deal with everything. I'm still kicking, but on top of the work-related insanity I have going on right now (60-65 hour weeks every week, one day off), I also have vertigo on the daily, so bad I can barely keep my feet sometimes. Feel free to bot me as needed or replace me if it's what the group votes is best.


Hey all.

Just doing a quick check to see who’s still around and looking to pick this back up.


Male Human (Storm Giant) Aerokineticist/4 | HP 50/50 (0NL) | AC 21/15/16 | F+10/R+10/W+6 | Init+5 | Perc+10 | Burn 0/6 | Ring 3/3
Items Left:
1 potion of Air Bubble CL3

Still here


Werehare Inquisitive 3/ Seeker 3/ Bard 3

Still here.

Grand Lodge

M NG Human Hydrokineticist 4 | HP: 47/47 (NL 0) | AC: 17, T: 14, FF: 13 | CMB: 2, CMD: 15 | F: +8, R: +8, W: +2 | Init: +4 | Perc: +8, SM: +1 | Speed 30ft | Burn: 7/7 | Active conditions: none

Heya


I suspect we've lost Mathine. The game kind of stalled because I was waiting for Mathine to take note of some things, and it never happened, so I'm guessing she's disappeared.

I shall bot her for now and we can discuss replacing her down the road if she doesn't return.


Male Human (Storm Giant) Aerokineticist/4 | HP 50/50 (0NL) | AC 21/15/16 | F+10/R+10/W+6 | Init+5 | Perc+10 | Burn 0/6 | Ring 3/3
Items Left:
1 potion of Air Bubble CL3

Merry Christmas everyone.


Merry Christmas, everyone!

Grand Lodge

M NG Human Hydrokineticist 4 | HP: 47/47 (NL 0) | AC: 17, T: 14, FF: 13 | CMB: 2, CMD: 15 | F: +8, R: +8, W: +2 | Init: +4 | Perc: +8, SM: +1 | Speed 30ft | Burn: 7/7 | Active conditions: none

Merry christmas!!!


Werehare Inquisitive 3/ Seeker 3/ Bard 3

Yule tree stuff and wrapped things!


Wounds (0) HP (14) AC (13/13/10) Saves (6/3/3, +3 Hardy) Init (+3) CMD (18) Pugnacious (1/1)

Just saw this opened up again. I'm sorry to say that since this campaign wound I've reached my limit. As much as I would like to continue, I don't think that I could do it justice. My apologies, but I think that it is better that I be honest about my capacity than to just ghost this.


That’s too bad but understandable. All the best.

Shall we recruit for an earth and aero kineticist, or do folks here know some peeps who might want to sign on?

I think we’ll just let Mathine and Bolkvar meet a grisly end rather than the switcheroo we did with Kali.


Werehare Inquisitive 3/ Seeker 3/ Bard 3

My vote is for recruitment. I don't know anyone specifically looking.

Grand Lodge

M NG Human Hydrokineticist 4 | HP: 47/47 (NL 0) | AC: 17, T: 14, FF: 13 | CMB: 2, CMD: 15 | F: +8, R: +8, W: +2 | Init: +4 | Perc: +8, SM: +1 | Speed 30ft | Burn: 7/7 | Active conditions: none

That's cool, Bolkvar.

Anyway, I'm for recruitment, but don't know anyone.


Wounds (0) HP (14) AC (13/13/10) Saves (6/3/3, +3 Hardy) Init (+3) CMD (18) Pugnacious (1/1)

Totally fine with a grisly death for Bolkvar. It's only fair. Wish you all the best!

If I could be removed from the campaign, it would be appreciated.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Hello, all! Appreciate this, Nazard!

The only one I really recognize is Me'mori. How've you been?! You know the last time I remember seeing you was with the 4 leaf clover avatar. Or was it the glowing gold ball? Heck I don't know. Don't get me to lying. It's been too long. :)

This ought to be interesting. I'm an absolute novice when it comes to Kineticists but I'm going to give it a shot.

Grand Lodge

M NG Human Hydrokineticist 4 | HP: 47/47 (NL 0) | AC: 17, T: 14, FF: 13 | CMB: 2, CMD: 15 | F: +8, R: +8, W: +2 | Init: +4 | Perc: +8, SM: +1 | Speed 30ft | Burn: 7/7 | Active conditions: none

Hello Javell. I'm a beginner at the class too! Welcome!


Werehare Inquisitive 3/ Seeker 3/ Bard 3

Javell! Good to see you again!

Goodness, that was a while back, since I was a mask the longest before this one! Glad to have you!


M Human Telekineticist (Kinetic Healer) L4 | AC 17T13FF14 | HP 47/47 (0 non) | Saves F9R8W3 | Init +3 | Perc +6 | Burn 0/7 |Status: Force Ward 4hp

Hello all!
Me'mori, I remember you from that Second Darkness game I took over...


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Hello and welcome!

I've seen you around plenty of times over the years, Camris. You run(and have run) several games under the guise of the "Blue Dragon". :)

And I thought so! Man I was thinking I was in a game with you at some point and time but I just chalked it up as someone else with the same avatar. Until I went and checked and lo and behold! A Carrion Crown game back in 2014.(Feel old yet. I do. ;)) Was called Trial of the Beast. And, funny enough, psychicmachinery used that same avatar.

Where does the time go?


Werehare Inquisitive 3/ Seeker 3/ Bard 3

Hehe... Camris, I think that game was my longest one I've been a player in since I joined these boards, and second favorite. So much so, that Nakoda is retired as a useable alias for the foreseeable future. Too much character attached to it.

Ooh... That game... I didn't have a grasp on the setting, and I don't even remember what class the character was. Not my best showing.

--Ah, but look at us, sitting around and jawing 'bout times past! They say that's a sign o' getting on in years!


M Human Telekineticist (Kinetic Healer) L4 | AC 17T13FF14 | HP 47/47 (0 non) | Saves F9R8W3 | Init +3 | Perc +6 | Burn 0/7 |Status: Force Ward 4hp

Javell: Oh yes, I learned much from my mistakes in that game. Man, I really am old...

Me'Mori: Oh yeah; we went three modules in that adventure path. I wish the players could have stuck with that one...


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Me'mori wrote:
--Ah, but look at us, sitting around and jawing 'bout times past! They say that's a sign o' getting on in years!

Lol! Man you ain't kiddin'. :P


For anyone trying to login, you have to clear your cache and cookies first.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

I went to my history and deleted ALL of my cookies from the "beginning of time". That did it.

Grand Lodge

M NG Human Hydrokineticist 4 | HP: 47/47 (NL 0) | AC: 17, T: 14, FF: 13 | CMB: 2, CMD: 15 | F: +8, R: +8, W: +2 | Init: +4 | Perc: +8, SM: +1 | Speed 30ft | Burn: 7/7 | Active conditions: none

Phew, it took me a while, but I managed to log back in after clearing cookies. Hi!


The whole “lost child befriends the party but turns into a werewolf and tries to eat them” thing is straight from the published adventure. I’m just using the mechanism to remove our defunct PCs.

It occurs to me now, however, that this will make it much harder for the party to trust the two new people who just show up like providence. I have no doubts that we aren’t all mature enough RPers to make it work out after a sufficiently juicy amount of tension, but yikes.


Werehare Inquisitive 3/ Seeker 3/ Bard 3

*raises hand, with a grin*

So... Just to be sure, no going off the rails and doing the new player thing of trying to get infected with Lycanthropy so I can take levels in the Werewolf class and become a fire-slinging Werewolf Kineticist, right?

I've been reading a lot of Third Fang lately, so it may be coloring my writing style a bit. ^^;


Cocks shotgun Raise that hand a little higher...


Werehare Inquisitive 3/ Seeker 3/ Bard 3

LMAO! Just checking, don't shoot the messenger!


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Lol! Man this discussion thread is getting violent! :)

And I totally love the "lost child turns into a werewolf" bit. I saw that and I'm like: "Oh crap! You gotta be freaking kidding me! Run, guys, run!" :)


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Question: There are some actions you take that say "if you use 1 Burn..." then whatever whatever.

Now, what if you Gather Power to offset that 1 Burn; is that still considered as using Burn? Or no?


You can gather power to offset the burn of an infusion wild talent or of metakinesis (a later level thing). You can’t use gather power to offset a utility wild talent.

If you want to use an ability that only activates or improves when you accept burn, and you use gather power to mitigate it, then you don’t get that ability. An easy example would be recharging your defensive power when you accept burn, but if you gather power to ignore the burn, your defensive ability doesn’t recharge.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Okay, how about this one:

Extended Range(120') cost 1 Burn. If I were to Gather Power and reduce that to 0, does that mean it won't work? You actually HAVE to accept the burn for it to work, correct?

And I don't get the "defensive power" bit. It looks like that is a constant ability but now I'm not so sure. For Earth types it's "Flesh to Stone". Does that only work if you accept burn? And if that is the case, how long does it last? Like one round I would guess?


Javell DeLeon wrote:

Okay, how about this one:

Extended Range(120') cost 1 Burn. If I were to Gather Power and reduce that to 0, does that mean it won't work? You actually HAVE to accept the burn for it to work, correct?

And I don't get the "defensive power" bit. It looks like that is a constant ability but now I'm not so sure. For Earth types it's "Flesh to Stone". Does that only work if you accept burn? And if that is the case, how long does it last? Like one round I would guess?

Extended range is a form infusion wild talent with a burn of 1. You can reduce that burn cost by 1 by gathering power as a move action. That doesn’t negate the ability, just the cost (you pay for it with reduced mobility instead of reduced hp). Burn is a very limited resource you will want to spend as carefully as possible, so you will gather power most of the time. My kineticist in our Ironfang game is sixth level and has accepted burn as part of an attack one time, using gather power the rest of the time.

As for the defensive power, he has permanent DR 1/adamantine. He can accept 1 point of burn to increase that to DR 2/adamantine. This also gives him 2 points of non-lethal damage. However, once he’s hit in battle the third time that day, he’s out ahead. You’ll want to do this every morning. My Ironfang kineticist accepts 3 points of burn every morning to up his force ward, giving himself 15 temp hit points that regenerate on their own at the cost of 18 non-lethal points.

I was referring to this part of the flesh to stone ability: “Whenever you accept burn while using an earth wild talent, the energy surging through you causes your damage reduction to change from DR/adamantine to DR/— for 1 round.” So if you use extend range on your basic earth blast and don’t use gather power to negate the burn, you’ll convert the DR for 1 round, but if you use gather power to negate the burn, it doesn’t convert the DR.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Nazard wrote:
Extended range is a form infusion wild talent with a burn of 1. You can reduce that burn cost by 1 by gathering power as a move action. That doesn’t negate the ability, just the cost (you pay for it with reduced mobility instead of reduced hp). Burn is a very limited resource you will want to spend as carefully as possible, so you will gather power most of the time. My kineticist in our Ironfang game is sixth level and has accepted burn as part of an attack one time, using gather power the rest of the time.

Oh okay. Interesting. Good to know.

Nazard wrote:
As for the defensive power, he has permanent DR 1/adamantine. He can accept 1 point of burn to increase that to DR 2/adamantine. This also gives him 2 points of non-lethal damage. However, once he’s hit in battle the third time that day, he’s out ahead. You’ll want to do this every morning. My Ironfang kineticist accepts 3 points of burn every morning to up his force ward, giving himself 15 temp hit points that regenerate on their own at the cost of 18 non-lethal points.

Okay. That's what I was initially thinking per the defensive power. But I had to look up "Force Ward" because I had no idea what that was. Found out that's Aether and not Earth. Pretty awesome ability though.

But I don't quite understand what you said here: "However, once he’s hit in battle the third time that day, he’s out ahead." What do you mean by "he's out ahead"?

Nazard wrote:
I was referring to this part of the flesh to stone ability: “Whenever you accept burn while using an earth wild talent, the energy surging through you causes your damage reduction to change from DR/adamantine to DR/— for 1 round.” So if you use extend range on your basic earth blast and don’t use gather power to negate the burn, you’ll convert the DR for 1 round, but if you use gather power to negate the burn, it doesn’t convert the DR.

So let me see if I got this right. So what you're saying is, that, if I accepted Burn for the Extended Range, that Burn would ALSO apply to my Defensive ability? It applies to both at the same time?

Grand Lodge

M NG Human Hydrokineticist 4 | HP: 47/47 (NL 0) | AC: 17, T: 14, FF: 13 | CMB: 2, CMD: 15 | F: +8, R: +8, W: +2 | Init: +4 | Perc: +8, SM: +1 | Speed 30ft | Burn: 7/7 | Active conditions: none
Javell DeLeon wrote:
But I don't quite understand what you said here: "However, once he’s hit in battle the third time that day, he’s out ahead." What do you mean by "he's out ahead"?

He takes 2 non-lethal to increase his DR by an additional point. So if he doesn't get hit, he just took 2 damage. If he's hit once, he took 2 damage, but he prevented one (over what he normally has without the ability), so the balance is 1 negative.

If he's hit twice, he took 2 damage to prevent 2, so it's even. If he's hit 3 times, then it's already worth the burn spending, as the damage he took from the ability is less than what the ability prevented.


Javell DeLeon wrote:


But I don't quite understand what you said here: "However, once he’s hit in battle the third time that day, he’s out ahead." What do you mean by "he's out ahead"?

He puts 1 burn into the ability. That’s 2 non-lethal points. He gets hit in battle, but 2 points of damage are reduced instead of 1, so he’s 1 better off. He gets hit again, now he’s 2 better off. He gets hit a third time, he’s saved himself 3 hp by doing the burn but only taken 2 non-lethal, so he’s ahead. Any further hits are just more gravy in hp savings without any more non-lethal.

"Javell” wrote:


So let me see if I got this right. So what you're saying is, that, if I accepted Burn for the Extended Range, that Burn would ALSO apply to my Defensive ability? It applies to both at the same time?

Yes, although the change of DR adamantine to DR — isn’t the most useful perk, since almost no monsters at level 2 use adamantine.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Okay, cool. Appreciate that.

Now when it comes to non-lethal damage:

Let's first say you've taken 10 points of non-lethal damage from multiple Burns.

Now let's say you have a total of 20 hp's. Now let's say you take 11 lethal damage the next time you get hit in combat.

Well that's 10 non-lethal and 11 lethal which is a total of 21 damage. Does your pc fall unconscious?

Funny enough, now that I think about it, I rarely have ever been involved with non-lethal damage so this is really kind of new to me. As a pc I've dealt non-lethal damage before(although rarely) but I really don't recall it ever being used against my character. Maybe once? but I can't be positive about that.


You would fall unconscious. It takes you out of the battle, but you are stable.

Interestingly enough, it happened to my aetherkineticist in our Ironfang game during that big battle where we almost died. It’s why he kept dropping and then coming to. He kept falling to one hp less than his non-lethal, so he’d fall unconscious, but after a few rounds, his force ward would regenerate 2 temp hp which would put him above the non-lethal. Then he would get up, do some stuff, take a graze from an arrow, drop, regenerate, come to, until the bugbear finally put him down a big ways, but then he came to in the prison tent, because he never went into negative hit points.

The non-lethal isn’t a big deal; it’s basically like you have a few less hp than you really do, but since you have so many because of big Con, it kind of works itself out. Kineticist is definitely not a class for beginners, but working them out is what this whole experimental game is all about, so feel free to keep asking questions.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Man that is a handy ability. And I'm thinking the more I get into the class the more it will help me get a hang of it. While definitely an overwhelming class, from what I've learned so far it seems pretty neat. It's just a matter of wrapping my head around it until I can get more comfortable with it.

The trick is definitely to figure out how to manage the Burn. I mean, who would've thought the cliché: "You'll burn yourself out." couldn't be more accurate? Literally! :P


At this level, take the 1 burn in the morning to up your DR to 2, and then save the rest for those times when you need to move and use extended range.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Oh my gosh. For some reason I thought that lasted only one round. I have no idea why I had that stuck in my head that it lasted one round. *Goes back and reads over it again in an attempt to figure out why...*

Okay! I got it now. Now that I read it in its entirety, the one round is for the DR/-. THAT'S what it was that I was stuck on. Heck yeah that's a great idea! Definitely going to be doing that from now on.

Now time to go back and see what else I missed. :P

Thanks for that heads up!

Grand Lodge

M NG Human Hydrokineticist 4 | HP: 47/47 (NL 0) | AC: 17, T: 14, FF: 13 | CMB: 2, CMD: 15 | F: +8, R: +8, W: +2 | Init: +4 | Perc: +8, SM: +1 | Speed 30ft | Burn: 7/7 | Active conditions: none

All this Jeva business is reminding me of another adventure where my friend wanted to pull something like this, but he made it so obvious the person was the culprit we were basically ready for it and no one died and the fight was extremely anticlimactic.


I would have given more clues if I weren’t using Jeva as a means to remove the two defunct characters. The adventure module doesn’t give you any chance to figure her out either. She’s supposed to accompany you to the monastery, help you for awhile, then wait until you’re having a particularly bad time in an encounter and turn on you once you’d thinned to opposition substantially.

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