DL's Anvil of Fire Redux

Game Master Death-Lok


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Hello all, I am back on the boards for a second shot at this game. The first time I tried to run this game (25 point buy), I saw message board posts to edit the AP to make it more challenging and place this part of the game on another plane and I edited the thing to the point where it became too complicated to run and that sapped my excitement for it. This second time, I am sticking to the 15 point buy system with core races and running the game as is. I'm very excited for this. Hope you will give it a shot.

Does the idea of invading a fire giant base sound fun to you? If so, this is the recruitment for you if you like high level play. Looking for 3 players. I currently have a Dwarf fighter Level 13, one of the original players, willing to run it again.

Character creation rules:
Core Races only.
15 point buy.
Alignment: No evil.
Wealth: 108,000 gp (no more than 40k can be spent on one item) (I am aware this is the 12th level wealth level). The party will receive some story items that you would have picked up had you played the AP from 1st level.
No background skills.
No Elephant in the room feat taxes.
No VMC.
2 traits, may be campaign but not limited to it.
Try not to dump stats - no stats lower than 8 after racial.

I know creating 13th level characters takes awhile so no need to create an alias - a summary character sheet with some personality quirks and physical description is sufficient. Just tell me the most important detail about the character - what makes him/her tick to the point that they will willingly invade a giant military base?


Restrictions on classes played? (ie Core only, no occult, no gunslingers, what have you like that...)


pad300 wrote:
Restrictions on classes played? (ie Core only, no occult, no gunslingers, what have you like that...)

I am not a fan of summoners (regular or unchained). Everything else I will play by ear.


I keep wanting to play a Mammoth Rider in tis AP. It would be nice not to have to wait through several books for the build to come on line. I'll see what I can do.


I'd throw a Human wizard into the mix, Edmond Wynston, interested in the further studying of the ancient Giant civilizations. Studious and professorial he is willing to dive in the depths of the Giant's Lair for authentic details to include in his thesis for the University in Absalom.

Not the most original character I know but I think could roleplay easily and provide a useful service to the group and the adventure.

I have like an 75% complete character I just built for him in his alias profile. Would still need to put finishing touches like items, skills, spells.


Dotting for interest. Sounds fun and at a level where one can try some unique ideas

Off hand spell cartridge arcane trickster or an occultist or dragon disciple sounds fun

Gonna need to ponder with that point buy. Makes gish or switch hitting harder


Sounds like fun! How about a Storm Druid 6 / Feysworn 7

Working on a Character Sheet for details. Will post later.


Okay, I've got an idea for a dwarf earth kineticist. I'm thinking kinetic knight - that's the one with heavy armor and only melee attacks. He's going to be pretty tanky.


Still have slots? I am interested.


Imma try a sorcerer or arcanist.

Question: are generic campaign traits available? As in Black Sheep or Outlander.


Storm Druid 6 / Feysworn 7 for Lemming.

Not done but I've got a lot of the CS together.


Oh, sorry. I was thinking a damage dealer caster to not step on Edmund's toes, but it seems that's what he's going to do anyway.

Maybe a Magus, then, which can add a nice mix of melee combat + debuffing + secondary support to our primary arcane. Let's see how good can he be with the 15-point buy.


Thank you for the interest, all. Ok, some comments and answers:

Ouachitonian: Mammoth rider looks cool - remember that this part of the AP takes place inside a dormant volcano and you're dealing with fire giants, so things will tend to get hot.

Edmond: A vanilla blaster wizard works in any game and I get the motivation for adventuring.

Zwordsman: AT or Dragon Disciple sound like fun. Look forward to it.

AGM Lemming: Feysworn is new to me, will have to read up on it. So what's the motivation for invading a volcano?

Philo: I don't know much about kineticists - look forward to sheet, though I may have questions.

NotEspi: Yes, recruitment is open.

Jereru: Those traits are available. Look forward to Magus.


After Klaus left his home village, knowing that he wasn't wanted he planned to never return, he traveled all around the continent learning what he could about the world. He traveled with several different groups and fought a lot of creatures.
Recently he was traveling alone, enjoying flying high in the shape of an eagle, when a huge bolt almost hit him. Flying down some to investigate he spotted a hill giant with a huge crossbow and two ogres. Keeping in air he cast several spells to contain and then kill them. He flew a spiral search above the area, confirming no other enemies, then landed to search the bodies for clues. Why would they attack a lone eagle? He found nothing of interest so he took to the air again.
The next morning he performed his usual Obedience to Magdh, but when he cast the leaves the image he received was inspired. The leaves flipped and showed red and brown undersides, all leaned on each other in a clear image of a mountain. Klaus studied the image and determined that the red must be a hint at a volcano. He thought about the area where he'd been flying and remembered a mountain that looked like a volcano. He'd kept far away, but maybe Magdh was telling him to check it out.
Not wanting to check out such a likely dangerous place alone he looks for signs of civilization and potential allies.


Yeah after re reading your post, I initially thought it said Core Only, so I went with bog standard Human Wizard!

Realizing now today it says Core Races only. Either way, it still stands, he isn't a total blaster Wiz, going with the standard Divination School. I read the AP's product page, guess its just a big dungeon crawl so maybe Evocation would have been better bet but sometimes I like challenging the mold a bit.


Kineticist in a nutshell:

The quick version is that the kineticist had an elemental attack and a number of element themed abilities. At 13th level I can do a number of these abilities at no cost. When I do pay for these costs, I take burn. Each point of burn does 13 points of non-lethal damage that I can't heal until I get a night's rest and reset my burn. But when burn accumulates to higher levels, I get a few boosts to offset it. It boosts my physical stats a little and gives me light fortification and better to-hit with my kinetic blade. But this nonlethal damage makes me easier to knock out.

My elements are Earth and Water - though to keep the mountain theme most of my water abilities are ice-themed.

With my archetype, my kinetic blasts can only be melee attacks. (I carry a +1 sling for ranged attacks) They do 7d6+3 for cold or 7d6+13 weapon damage. But I have 3/4 BAB and don't get to use things like two-handing or vital strike or power attack with them. I also don't get to add magic item effects. While it seems like a lot, in practice it works out similar damage to a fighter or rogue with all their tricks.

The the basic melee attack is a weapon that disappears at the end of my round. I have a spiked gauntlet for AoO's. I can do tricks that cost burn, but at 13th level I get a few free points. Mostly I'll use kinetic whip which makes my attack a reach weapon that lasts until the start of my next turn. I can do an elemental charge or the equivalent of whirlwind strike. I can do a reflex save vs entanglement. I also have push and trip, but the CMB is too low to make these effective.

Defensively I get DR 6/adamantine. I can boost this with burn. I also get fire and cold resistance when I have spent burn.

Utility-wise I get to climb earth and stone, ignore earth-based difficult terrain, enlarge person, shape stone and offset my slow movement with ice. Most of these are free, but a few cost burn, like enlarge person.

Please feel free to ask more questions.

description:

Darvok wears well-made dwarven plate armor and carries a shield. But he seems poorly armed for a warrior, with only a dagger and spiked gauntlet visible. The skin you see past the armor looks and feels as hard as stone, and his beard looks like a tuft of brown moss hanging down. Most often he is visibly charged up with magic. This causes gravel and dirt to accumulate on him, along with a light dusting of frost at higher elevations.

Those that know the dwarven language will catch an odd nuance in how he introduces himself. His name is not "Darvok-who-is-like-a-mountain" but "Darvok-who-is-literally-becoming-a-mountain."

Background:

Darvok always knew deep down that he was a mountain. When he was young, they took this as youthful fancy. Fancy being a serious character flaw in dwarven society. But no matter how they punished him, he knew that he was a mountain. To make up for being seen as a fool, he focused on the forge and apprenticed as an armorer. This being one of the hallowed professions of Dwarven life, at least his metalwork was showing to be solid.

But as he came closer to adulthood, he began to show his true nature. His skin grew harder and he began to be able to generate stone weapons. Over time, he learned to be able to use these powers to protect his home. As word grew of his elemental nature, he turned to those who had doubted him. He would periodically ask if he was a mountain. Despite dwarf stubbornness, it was eventually agreed that he was at least becoming a mountain.

Joining with other adventurers, he began to deal with the threats, the orcs and eventually the giants. Over time, he began to express the cold of the mountain tops. Further elemental nature and more expression that deep down he is a mountain. This helped him to resist the heat of the forge and quench metal with pure elemental ice. His skill at forging grew strong enough to forge magic into his work.

When asked about the future, he smiles and says that some mountains turn out to be volcanoes.

stats:

Darvok the Mountain
Dwarf geokineticist 13 (Pathfinder Player Companion: Psychic Anthology 25, Pathfinder RPG Occult Adventures 10)
NG Medium humanoid (dwarf)
Init +0; Senses darkvision 60 ft., scent (precious metals); Perception +20
--------------------
Defense
--------------------
AC 31, touch 13, flat-footed 31 (+12 armor, +2 deflection, +1 insight, +6 shield)
hp 172 (13d8+104) (0 NL burn)
Fort +19, Ref +12, Will +13; +2 vs. poison, +4 vs. spells and spell-like abilities
Defensive Abilities defensive training, resolve 6/day; DR 6/adamantine
--------------------
Offense
--------------------
Speed 30 ft., climb (earth and stone surfaces) 20 ft., swim 20 ft.
Melee Kinetic Blade (Earth) +13/+9 (7d6+13) or
. .Kinetic blade (Cold) +13/+9 (7d6+3 cold) or
. . +1 giant-bane spiked gauntlet +14/+9 (1d4+5 plus 2d6 vs. giant) or
. . mwk dagger +14/+9 (1d4+4/19-20)
Ranged +1 sling +10 (1d4+5)
Special Attacks kinetic blast
Kineticist Wild Talents Known
. . Defense—flesh of stone
. . Infusions—blade rush, blade whirlwind, bowling infusion, draining infusion (DC 22), entangling infusion (DC 22), kinetic blade, kinetic whip, penetrating infusion, pushing infusion, whip hurricane
. . Blasts—cold blast (7d6+3 cold), earth blast (7d6+13)
. . Utility—basic geokinesis, basic hydrokinesis, cold adaptation, earth climb, earth walk, heat adaptation, kinetic form, stone sculptor, waterdancer
--------------------
Statistics
--------------------
Str 18, Dex 10, Con 22, Int 12, Wis 14, Cha 9
Base Atk +9; CMB +14; CMD 26
Feats Craft Magic Arms & Armor, Extra Wild Talent[OA], Improved Critical (kineticist blast), Iron Will, Master Craftsman, Steel Soul[APG], Toughness
Traits trunau native, unscathed
Skills Climb +16, Craft (armor) +19 (+21 on checks related to metal or stone), Diplomacy +3, Knowledge (dungeoneering) +9, Knowledge (nature) +11, Perception +20, Spellcraft +14, Stealth -6, Survival +12 (+17 when tracking, +14 to track vs. humanoids of the Giant subtype), Swim +8; Racial Modifiers craftsman[APG]
Languages Common, Dwarven, Giant
SQ burn (4 points/round, max 9), elemental bastion, elemental blade, elemental overflow +4, expanded element (water), gather power, giant hunter[ARG], infusion specialization 3, internal buffer 2, living steel
Combat Gear elemental earth belt[UE], wand of cure light wounds, wand of cure light wounds; Other Gear +3 comfort expeditious spell dodging vitalguard full plate, +5 living steel light steel shield, +1 giant-bane spiked gauntlet, +1 sling, mwk dagger, sling bullets (50), boots of the earth, cloak of resistance +4, dusty rose prism ioun stone, handy haversack, headband of twisted intellect +2, impact gauntlets, lenses of detection, pale blue rhomboid ioun stone, ring of protection +2, ring of sustenance, bell net[UE] (5), crowbar, flint and steel, folding shovel[UE], grappling hook, iron spike[APG] (10), masterwork armorsmithing tools, miner's pick, silk rope (150 ft.), waterskin, 2,170 gp, 3 sp, 3 cp
--------------------
Special Abilities
--------------------
Equipment Slots In Use Armor, Ring, Belt, Eyes, Feet, Hands, Headband, Shoulders, Shield
Blade Rush Move 30 feet, manifest kinetic blade and attack once.
Blade Whirlwind Create and swinging it in an arc around you, making one attack against all foes in reach.
Bowling Infusion Blast also trips foes.
Burn 4/round (13 nonlethal/burn, 9/day) Burn HP to gain greater effects on your wild talents.
Climb (20 feet, earth and stone surfaces) You have a climb speed, but only on limited surfaces.
Cold Adaptation (Sp) Endure elements against cold, and gain Cold Resistance = 2x current burn
Craftsman +2 on Craft/Profession checks related to metal/stone.
Damage Reduction (6/adamantine) You have Damage Reduction against all except Adamantine attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Draining Infusion (DC 22) Blast only effects targets with the same subtype as your blast, but ignores DR, immunities or resistances
Earth Climb (Su) Gain a climb speed on earth and stone
Earth Walk (Su) Ignore difficult terrain due to rocks, earth or mud
Elemental Bastion (Ex) At 2nd level, the kinetic knight becomes proficient with medium and heavy armor and shields (except tower shields). In addition, the kinetic knight can accept 1 point of burn to attune herself to a specific light or heavy shield until the next time h
Elemental Blade (Su) Gain Kinetic Blade and other infusions, but can't use blasts without them.
Elemental Overflow (Ex) Gain a bonus to hit and damage with your blast when you use burn.
Entangling Infusion (DC 22) Your blast can entangle a foe.
Expanded Element
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Giant Hunter +1 to attack/+2 to tracking Gain a bonus to attack and tracking vs. Giants.
Heat Adaptation (Sp) Endure elements against fire, and gain Fire Resistance = 2x current burn
Infusion Specialization 3 (Ex) Reduce burn cost of blasts with infusions by 3
Internal Buffer 2 (Su) Store burn for use later
Kinetic Blade (Light Weapon) Create a blade of pure energy.
Kinetic Blade Cold Blast (Sp) Level 6; Burn 0
Kinetic Blade Earth Blast (Sp) Level 6; Burn 0
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Kinetic Form (Sp) Enlarge yourself
Kinetic Whip (Light Weapon) Form a kinetic blade with reach.
Living Steel Some trees suck up potent minerals through their roots the same way others draw water from the ground. Though these trees blunt saws and axes used to hew them and shrug off fire, they eventually succumb to time or the elements. When properly harveste
Master Craftsman (Craft [armor]) +2 to chosen craft skill, its ranks count as CL for Craft Magic Arms and Armor and Craft Wondrous Item.
Penetrating Infusion Treat foe's cold, electricity, or fire resistance as if it were 5 lower.
Pushing Infusion (CMB +16) Your kinetic blasts makes Bull Rush CMB using Con.
Resolve (6/day) (Ex) Your resolve can remove effects, reroll saves, or ignore crits.
Scent (precious metals) (Ex) Smell precious metals and gems only
Steel Soul Hardy's save vs. spells and spell-like abilities becomes +4
Stone Sculptor (Sp) You can sculpt earth as stone shape
Swim (20 feet) You have a Swim speed.
Waterdancer (Sp) Act as if constantly under the effects of slipstream.
Whip Hurricane Element universal; Type form infusion; Level 6; Burn 4


Off hand it looks like a ton if front line or melee adjacent folks yea?

I might re adjust then.

Im gonna look at something with range. Or something with some skill ability.
Or maybe one with a little healing.

Wizard is strong arcane. So might look at psychic divine or low magic support

Could be a funny time to make a pathfinder chronicler with heal stuff and aid another.
Can do ranges tricks and skills maybe
Had a ranged aid another summoner I could find a diff class for

I'm not sure what off hand.
Maybe an occultist with divination. That can really wreck dungeons though with their scouting divination


Okay, working on the alias right now, but here's what I have:

Sean Gallagher, the Razor Wind

Mechanical Choices:

Half-Elf
Monk (Scaled Fist) 1 / Magus (Eldritch Scion) 12
Destined Bloodline

STATS:
Str - 8
Dex - 16
Con - 14
Int - 13
Wis - 10
Cha - 26

TRAITS:
Magical Lineage (Frostbite)
Fate’s Favored
(If a Drawback for a third trait is allowed, I would consider Giantslayer Scion)

FEATS:
1-
Divine Fighting Tech (Desna’s Shooting Star)
Noble Scion of War
Stunning Fist
Improved Unarmed Strike
Dodge
3-
Rime Spell
5-
Spontaneous Metafocus (Frostbite)
6-
Enforcer
7-
Hurtful
9-
Steadfast Personality
11-
Extra Arcana Pool
12-
Dazing Spell
13-
Spell Penetration

MAGUS ARCANA:
3-
Spell-Scars
6-
Arcane Accuracy
9-
Empowered Magic
12-
Hasted Assault

GEAR:
Cruel Starknife +1
Headband of Charisma +6
Belt of Physical Might (Dex, Con) +2
Cloak of Resistance +4
Bracers of Armor +4
Ring of Protection +2

BASICS:
To Hit: Starknife +18/+13 (plus Arcane Accuracy)
Damage: Starknife 1d4+9 (+1d6+12 from Frostbite)
Added effects: Fatigued, Entangled, Demoralized, Sickened
Fort Saves: +16
Ref Saves: +13
Will Saves: +14 (+8 vs mind-affecting)
AC: 28


Background:

Sean bears the same name as his grandfather, a famous Giant slayer. Most of his life, he’s actively tried to evade that destiny. However, his worship of Desna and her holy dragons has finally made him understand his fate is undeniable, and thus he’s come to Trunau to fulfill it.

Our hero is a slender man in his late twenties, of long black hair and pale skin. He tends to gain people’s hearts due to his natural charm, but is not at all interested in capitalizing from it. He’s named some of his spells and special abilities after several Dragon features, and is proud to have talked once with a Brass Adult. His Eastern-like wisdom sayings à la cookie-fortune are usually cause of friendly mockery from his friends, though strangely more of those phrases than they would like to admit end up being true.

And with this I need to ask: can we take a drawback for a third trait?


Here’s my character submission. It sounds like a fun game!

Anscharius - Swarm Monger Druid

Anscharius is an oddity even among gnomes. He finds beauty in rot and filth and draws power from them. He travels the continent to discover new fungi and filth. He is particularly interested in garbage of other peoples and monsters. His interest has led him to the Mindspin Mountains. When hearing of the raid into a volcano, he couldn’t resist joining. All he could think about was the possible types of rot going on in a volcano. What fun!

Personality Traits:
Curious
Jovial
Resilient

Physical Description:
His skin is ruddy brown with dark green hair. Despite loving filth, he is well groomed, except for the smell of rot.

Early Life:
He was only 10 years old when his parents were killed by a hobgoblins. On his own, he survived by eating food scraps in the garbage and half-eaten things in the woods. He lived this way for decades, occasionally making acquaintances, but never anyone who could stand to be near him for long. But when he was 33, he met a druid from a circle of swarm mongers who shared his affinity to rot, and they began teaching him their secret ways.

GM - Are you looking for more mechanics outlined?

Liberty's Edge

Well I was going to apply with a dwarven warpriest, but it looks like you have plenty of people here already. How many were you looking for?? I might build him just for fun anyway...who knows, he might tickle your fancy..lol


Horglof von Zinzer, is no-one's idea of good company. As a young boy, he saw his entire village slaughtered by a raiding party of giants (and their humanoid servants). He observed the entire horrific orgy of torture and slaughter from his hiding place down an outhouse... The experience shattered him. He is mad, there is no question. He was touched by something beyond mortal ken that day, from the spaces between the stars, and it promised him vengeance for service...

Now he is man grown, and is more commonly referred to as the Black Harbringer. In normal times, such a terrible madman would have been chased away from society or killed out of hand. Now though, anyone who will fight giants is welcome. And Horglof will do anything to kill giants. Anything at all...

Mechanics as defined: CN worshipper of the great old ones, Oracle (mystery and curse yet to be defined). Definitely the Dreamed Secrets Feat.

Will happily use necromancy, undead minions, and any other tool to hand to kill giants.


Okay, I am looking for 3 players, as I already have a dwarf fighter in the game, per my initial post. I would like a character sheet from all applicants, so I can see how OP you are. For example, if someone made a 36 DC enchantment mage, I would have to not pick that character for this game, given giants have traditionally low will saves.

Jereru, going to have to say no to drawback.

Philo, thanks for the detailed summary on the class. Are the attacks with the kinetic blade touch attacks?

Daniel, a dwarven warpriest sounds fun.


Alrighty~ Thought about things and read abit.
Ouchitonian: Mammoth Rider?\
Edmond wizard (divination)
Philo A Kintecist Knight tanky melee specific
jereru magus
Lemming Druid/feysworn
Ruin Explorer. Swarm Monger Druid
Daniel Stewart Warpriest

So decent amount of front line sounding and several casters. Might be a bit light on skills or ranged.
I'm going to make a Spiritualist. They will also have ranged Aid Another w/ Mage Hand Magic Trick feat. and will pick up some Conduit feats, like Healer's Hand and Skill Unlock Heal. He'll be able to heal some. Not likely a primary healer though as he does not have any condition fixing stuff really.
Will pick up trap finding with a feat or something I think.

Will be a bit of a gap fill helper character. Will have to flesh that out with an actual build. The phantom will help with some scouting, mage hand w/ mage trick opens a lot of other options as well.
(that said if it closes before I finish that, thats not a problem~ )


I've made an alias here:

Ghostwind

I still have to pick up spells and spend around 10k, but that's mostly it.


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I try to keep my characters in the Bench Pressing guidelines.

The cold one is a touch attack. Earth is regular, but does more damage.

Here's what changes as I go to higher burn:

3 burn (39 uncurable nonlethal):

Darvok the Mountain
Dwarf geokineticist 13 (Pathfinder Player Companion: Psychic Anthology 25, Pathfinder RPG Occult Adventures 10)
NG Medium humanoid (dwarf)
Init +0; Senses darkvision 60 ft., scent (precious metals); Perception +20
--------------------
Defense
--------------------
AC 31, touch 13, flat-footed 31 (+12 armor, +2 deflection, +1 insight, +6 shield)
hp 185 (13d8+117)
Fort +20, Ref +12, Will +13; +2 vs. poison, +4 vs. spells and spell-like abilities
Defensive Abilities defensive training, fortification 15%, resolve 6/day; DR 8/adamantine; Resist cold 8, fire 8
--------------------
Offense
--------------------
Speed 30 ft., climb (earth and stone surfaces) 20 ft., swim 20 ft.
Melee +1 giant-bane spiked gauntlet +15/+10 (1d4+6 plus 2d6 vs. giant) or
. . mwk dagger +15/+10 (1d4+5/19-20)
Ranged +1 sling +10 (1d4+6)
Special Attacks kinetic blast
Kineticist Wild Talents Known
. . Defense—flesh of stone
. . Infusions—blade rush, blade whirlwind, bowling infusion, draining infusion (DC 23), entangling infusion (DC 23), kinetic blade, kinetic whip, penetrating infusion, pushing infusion, whip hurricane
. . Blasts—cold blast (1d6+3 cold), earth blast (1d6+14)
. . Utility—basic geokinesis, basic hydrokinesis, cold adaptation, earth climb, earth walk, heat adaptation, kinetic form, stone sculptor, waterdancer
--------------------
Statistics
--------------------
Str 20, Dex 10, Con 24, Int 12, Wis 14, Cha 9
Base Atk +9; CMB +15; CMD 27
Feats Craft Magic Arms & Armor, Extra Wild Talent[OA], Improved Critical (kineticist blast), Iron Will, Master Craftsman, Steel Soul[APG], Toughness
Traits trunau native, unscathed
Skills Acrobatics -4 (-1 to balance on rock, earth or mud), Climb +17, Craft (armor) +19 (+21 on checks related to metal or stone), Diplomacy +3, Knowledge (dungeoneering) +9, Knowledge (nature) +11, Perception +20, Spellcraft +14, Stealth -6, Survival +12 (+17 when tracking, +14 to track vs. humanoids of the Giant subtype), Swim +9; Racial Modifiers craftsman[APG]
Languages Common, Dwarven, Giant
SQ burn (4 points/round, max 10), elemental bastion, elemental blade, elemental overflow +4, expanded element (water), gather power, giant hunter[ARG], infusion specialization 3, internal buffer 2, living steel
Combat Gear elemental earth belt[UE], wand of cure light wounds, wand of cure light wounds; Other Gear +3 comfort expeditious spell dodging vitalguard full plate, +5 living steel light steel shield, +1 giant-bane spiked gauntlet, +1 sling, mwk dagger, sling bullets (50), boots of the earth, cloak of resistance +4, dusty rose prism ioun stone, handy haversack, headband of twisted intellect +2, impact gauntlets, lenses of detection, pale blue rhomboid ioun stone, ring of protection +2, ring of sustenance, bell net[UE] (5), crowbar, flint and steel, folding shovel[UE], grappling hook, iron spike[APG] (10), masterwork armorsmithing tools, miner's pick, silk rope (150 ft.), waterskin, 2,170 gp, 3 sp, 3 cp
--------------------
Special Abilities
--------------------
Equipment Slots In Use Armor, Ring, Belt, Eyes, Feet, Hands, Headband, Shoulders, Shield
Blade Rush Move 30 feet, manifest kinetic blade and attack once.
Blade Whirlwind Create and swinging it in an arc around you, making one attack against all foes in reach.
Bowling Infusion Blast also trips foes.
Burn 4/round (13 nonlethal/burn, 10/day) Burn HP to gain greater effects on your wild talents.
Climb (20 feet, earth and stone surfaces) You have a climb speed, but only on limited surfaces.
Cold Adaptation (Sp) Endure elements against cold, and gain Cold Resistance = 2x current burn
Craftsman +2 on Craft/Profession checks related to metal/stone.
Damage Reduction (8/adamantine) You have Damage Reduction against all except Adamantine attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Draining Infusion (DC 23) Blast only effects targets with the same subtype as your blast, but ignores DR, immunities or resistances
Earth Climb (Su) Gain a climb speed on earth and stone
Earth Walk (Su) Ignore difficult terrain due to rocks, earth or mud
Elemental Bastion (- Custom / magic armor -) (Ex) At 2nd level, the kinetic knight becomes proficient with medium and heavy armor and shields (except tower shields). In addition, the kinetic knight can accept 1 point of burn to attune herself to a specific light or heavy shield until the next time h
Elemental Blade (Su) Gain Kinetic Blade and other infusions, but can't use blasts without them.
Elemental Overflow +3/+6 (Max +4, +2 STR, +2 CON, 15% fortification) (Ex) Gain a bonus to hit and damage with your blast when you use burn.
Energy Resistance, Cold (8) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Fire (8) You have the specified Energy Resistance against Fire attacks.
Entangling Infusion (DC 23) Your blast can entangle a foe.
Expanded Element This is a dummy ability to consolidate the expanded elements into a single entry in the statblock. We can't do this through the normal channels, because both primary and expanded elements are added to the same table on the class.
Fortification 15% You have a chance to negate critical hits on attacks.
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Giant Hunter +1 to attack/+2 to tracking Gain a bonus to attack and tracking vs. Giants.
Heat Adaptation (Sp) Endure elements against fire, and gain Fire Resistance = 2x current burn
Infusion Specialization 3 (Ex) Reduce burn cost of blasts with infusions by 3
Internal Buffer 2 (Su) Store burn for use later
Kinetic Blade (Light Weapon) Create a blade of pure energy.
Kinetic Blade Cold Blast (Sp) Level 6; Burn 0
Kinetic Blade Earth Blast (Sp) Level 6; Burn 0
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Kinetic Form (Sp) Enlarge yourself
Kinetic Whip (Light Weapon) Form a kinetic blade with reach.
Living Steel Some trees suck up potent minerals through their roots the same way others draw water from the ground. Though these trees blunt saws and axes used to hew them and shrug off fire, they eventually succumb to time or the elements. When properly harveste
Master Craftsman (Craft [armor]) +2 to chosen craft skill, its ranks count as CL for Craft Magic Arms and Armor and Craft Wondrous Item.
Penetrating Infusion Treat foe's cold, electricity, or fire resistance as if it were 5 lower.
Pushing Infusion (CMB +17) Your kinetic blasts makes Bull Rush CMB using Con.
Resolve (6/day) (Ex) Your resolve can remove effects, reroll saves, or ignore crits.
Scent (precious metals) (Ex) This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.

The creature can detect oppon
Steel Soul Hardy's save vs. spells and spell-like abilities becomes +4
Stone Sculptor (Sp) You can sculpt earth as stone shape
Swim (20 feet) You have a Swim speed.
Waterdancer (Sp) Act as if constantly under the effects of slipstream.
Whip Hurricane Element universal; Type form infusion; Level 6; Burn 4

I don't see myself going over 5 burn

5 burn (65 uncurable nonlethal):

Darvok the Mountain
Dwarf geokineticist 13 (Pathfinder Player Companion: Psychic Anthology 25, Pathfinder RPG Occult Adventures 10)
NG Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft., scent (precious metals); Perception +20
--------------------
Defense
--------------------
AC 32, touch 14, flat-footed 31 (+12 armor, +2 deflection, +1 Dex, +1 insight, +6 shield)
hp 185 (13d8+117)
Fort +20, Ref +13, Will +13; +2 vs. poison, +4 vs. spells and spell-like abilities
Defensive Abilities defensive training, fortification 25%, resolve 6/day; DR 10/adamantine; Resist cold 12, fire 12
--------------------
Offense
--------------------
Speed 30 ft., climb (earth and stone surfaces) 20 ft., swim 20 ft.
Melee +1 giant-bane spiked gauntlet +16/+11 (1d4+7 plus 2d6 vs. giant) or
. . mwk dagger +16/+11 (1d4+6/19-20)
Ranged +1 sling +11 (1d4+7)
Special Attacks kinetic blast
Kineticist Wild Talents Known
. . Defense—flesh of stone
. . Infusions—blade rush, blade whirlwind, bowling infusion, draining infusion (DC 23), entangling infusion (DC 23), kinetic blade, kinetic whip, penetrating infusion, pushing infusion, whip hurricane
. . Blasts—cold blast (1d6+3 cold), earth blast (1d6+14)
. . Utility—basic geokinesis, basic hydrokinesis, cold adaptation, earth climb, earth walk, heat adaptation, kinetic form, stone sculptor, waterdancer
--------------------
Statistics
--------------------
Str 22, Dex 12, Con 24, Int 12, Wis 14, Cha 9
Base Atk +9; CMB +16; CMD 29
Feats Craft Magic Arms & Armor, Extra Wild Talent[OA], Improved Critical (kineticist blast), Iron Will, Master Craftsman, Steel Soul[APG], Toughness
Traits trunau native, unscathed
Skills Acrobatics -3 (+1 to balance on rock, earth or mud), Climb +18, Craft (armor) +19 (+21 on checks related to metal or stone), Diplomacy +3, Knowledge (dungeoneering) +9, Knowledge (nature) +11, Perception +20, Spellcraft +14, Stealth -5, Survival +12 (+17 when tracking, +14 to track vs. humanoids of the Giant subtype), Swim +10; Racial Modifiers craftsman[APG]
Languages Common, Dwarven, Giant
SQ burn (4 points/round, max 10), elemental bastion, elemental blade, elemental overflow +4, expanded element (water), gather power, giant hunter[ARG], infusion specialization 3, internal buffer 2, living steel
Combat Gear elemental earth belt[UE], wand of cure light wounds, wand of cure light wounds; Other Gear +3 comfort expeditious spell dodging vitalguard full plate, +5 living steel light steel shield, +1 giant-bane spiked gauntlet, +1 sling, mwk dagger, sling bullets (50), boots of the earth, cloak of resistance +4, dusty rose prism ioun stone, handy haversack, headband of twisted intellect +2, impact gauntlets, lenses of detection, pale blue rhomboid ioun stone, ring of protection +2, ring of sustenance, bell net[UE] (5), crowbar, flint and steel, folding shovel[UE], grappling hook, iron spike[APG] (10), masterwork armorsmithing tools, miner's pick, silk rope (150 ft.), waterskin, 2,170 gp, 3 sp, 3 cp
--------------------
Special Abilities
--------------------
Equipment Slots In Use Armor, Ring, Belt, Eyes, Feet, Hands, Headband, Shoulders, Shield
Blade Rush Move 30 feet, manifest kinetic blade and attack once.
Blade Whirlwind Create and swinging it in an arc around you, making one attack against all foes in reach.
Bowling Infusion Blast also trips foes.
Burn 4/round (13 nonlethal/burn, 10/day) Burn HP to gain greater effects on your wild talents.
Climb (20 feet, earth and stone surfaces) You have a climb speed, but only on limited surfaces.
Cold Adaptation (Sp) Endure elements against cold, and gain Cold Resistance = 2x current burn
Craftsman +2 on Craft/Profession checks related to metal/stone.
Damage Reduction (10/adamantine) You have Damage Reduction against all except Adamantine attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Draining Infusion (DC 23) Blast only effects targets with the same subtype as your blast, but ignores DR, immunities or resistances
Earth Climb (Su) Gain a climb speed on earth and stone
Earth Walk (Su) Ignore difficult terrain due to rocks, earth or mud
Elemental Bastion (- Custom / magic armor -) (Ex) At 2nd level, the kinetic knight becomes proficient with medium and heavy armor and shields (except tower shields). In addition, the kinetic knight can accept 1 point of burn to attune herself to a specific light or heavy shield until the next time h
Elemental Blade (Su) Gain Kinetic Blade and other infusions, but can't use blasts without them.
Elemental Overflow +4/+8 (Max +4, +2 CON, +2 DEX, +4 STR, 25% fortification) (Ex) Gain a bonus to hit and damage with your blast when you use burn.
Energy Resistance, Cold (12) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Fire (12) You have the specified Energy Resistance against Fire attacks.
Entangling Infusion (DC 23) Your blast can entangle a foe.
Expanded Element This is a dummy ability to consolidate the expanded elements into a single entry in the statblock. We can't do this through the normal channels, because both primary and expanded elements are added to the same table on the class.
Fortification 25% You have a chance to negate critical hits on attacks.
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Giant Hunter +1 to attack/+2 to tracking Gain a bonus to attack and tracking vs. Giants.
Heat Adaptation (Sp) Endure elements against fire, and gain Fire Resistance = 2x current burn
Infusion Specialization 3 (Ex) Reduce burn cost of blasts with infusions by 3
Internal Buffer 2 (Su) Store burn for use later
Kinetic Blade (Light Weapon) Create a blade of pure energy.
Kinetic Blade Cold Blast (Sp) Level 6; Burn 0
Kinetic Blade Earth Blast (Sp) Level 6; Burn 0
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Kinetic Form (Sp) Enlarge yourself
Kinetic Whip (Light Weapon) Form a kinetic blade with reach.
Living Steel Some trees suck up potent minerals through their roots the same way others draw water from the ground. Though these trees blunt saws and axes used to hew them and shrug off fire, they eventually succumb to time or the elements. When properly harveste
Master Craftsman (Craft [armor]) +2 to chosen craft skill, its ranks count as CL for Craft Magic Arms and Armor and Craft Wondrous Item.
Penetrating Infusion Treat foe's cold, electricity, or fire resistance as if it were 5 lower.
Pushing Infusion (CMB +17) Your kinetic blasts makes Bull Rush CMB using Con.
Resolve (6/day) (Ex) Your resolve can remove effects, reroll saves, or ignore crits.
Scent (precious metals) (Ex) This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.

The creature can detect oppon
Steel Soul Hardy's save vs. spells and spell-like abilities becomes +4
Stone Sculptor (Sp) You can sculpt earth as stone shape
Swim (20 feet) You have a Swim speed.
Waterdancer (Sp) Act as if constantly under the effects of slipstream.
Whip Hurricane Element universal; Type form infusion; Level 6;

I get some nice benefits, but at the expense of much less effective HP. But at least when I go down, I'm usually only unconscious, not dying.


Ah. I am stretched a little thin for the time being. Consider my application cancelled. You folks have fun!


I've been following the inputs and realized I hadn't really thought about my party input or playing style for this character. I do have some pretty good scores for knowledge skills, and stealth and scouting. In a pinch I can change into a tiny bird and fly around to scout, and I can talk and cast spells while in that form. I have some healing abilities but I'm not a regular Cleric. I also have some support and blasting type spells. I have seen some players that do a druid focused for shape-change into a massive front-line tank. That's not my style of play so that isn't me....

GM Death-Lok, You had mentioned a concern with the PrC Feysworn? Have you had a chance to look at it? If you have any issues/concerns please let me know. I don't see it as OP, but if I'm missing something.... ??


That prc is a bit interesting. But I can't really tell what it does exactly?

Like it gives a variety of abilities. But what is the goal with the character?

And I don't think we need a healbot. Folks having some is good and as we have no clue what party comp is (except for a dwarf fighter)

My impression is we aren't a well-oiled seasoned group. Sounds more like we get hired by or join up the fighter.


Similar to Mystery Cultist, Evangelist, Exalted, and Sentinel. They give a little bit of character background and possibly different "slant" on the character. Feysworn doesn't really add to the power of the character.

Feysworn takes away the progression of the class abilities other than spell casting (it reduces spell casting by one level) and replaces with them with other abilities. The boons can be useful or useless depending on the situation and the Deity that they come from. I'm sure rogues hate Sight Beyond Time....

I worked the "Fey angle" into my character background. The PrC is really more of the concept of the character. He's a bit of an outcast that has learned to use what he can do to help. He has figured out that his "father" wasn't really his father. But since his mother never explained he doesn't even know who or what his father was. He could be bitter about that, but what good would that do?

I don't know anything about this game except that we are going to a volcano and probably facing some fire giants. I added my "motivation" to the character history. I'm assuming the game is a re-write of book 3 of Against the Giants. ?? If so, I very much hope it is better than the original!

I agree that we won't start as a "well-oiled seasoned group", and also hope that we don't need a Heal-Bot. As 13th level characters we are all well seasoned though and should be able to merge into a cohesive group fairly quickly.... I guess the lucky group selected will soon find out.


Half the fun of it! (at work posting still tho).
I'm trying to juggle dirty trick feats, a little self heal, and aid another~
Won't have a ton of damage but will have nice utility.

I should work in some damage though so I'll be looking at that.. Probably via gold honestly.
Spending gold that much is what'll probably take a bit for me. Everything else I just need to transfer from lunch time notes to digital.


The deadline for character submission is this Sunday at 9PM EST. I like the character concepts, except I do feel we are lacking in the healing department (i.e cleric). Giants hit pretty hard and when they do land, it would be nice to have someone to help the party.


Here is most of the crunch of my character....

Oh, this is Daniel!!!


Death-Lok wrote:
The deadline for character submission is this Sunday at 9PM EST. I like the character concepts, except I do feel we are lacking in the healing department (i.e cleric). Giants hit pretty hard and when they do land, it would be nice to have someone to help the party.

Concerning healing. As far as HP healing goes. Malik will have Healer's Hands and signature skill for Heal. So a few times a day will be able to full round action to heal someone for 10 Ranks: 4 hp per hit die, and 4 ability damage off of each damaged ability. If he doesn't roll too low on Heal Checks. This isn't great for In Battle healing however.

Spiritualist does have some healing spells but doesn't have a ton of slots and ssuch.
So he will have some healing ability but isn't a main healer.

I did however build him...and found that no matter what I try to do I can't get over +22 dirty trick. Which is probably not worth much at level 13. So... I gotta figure out what to do with that now freed up feats instead.


Zwordsman wrote:
I did however build him...and found that no matter what I try to do I can't get over +22 dirty trick. Which is probably not worth much at level 13. So... I gotta figure out what to do with that now freed up feats instead.

Especially against giants. If you are going for combat maneuvers, you had better hit that hard. I took some combat maneuver things on my kinetic blast, but only because I had no other options.


Yep..
I'm trying to figure out the best way to contribute when not having spells~
I have a fun dex spike whip I can use that can hit 15ft out. But that'll probably still get whomped stomped! Trying to branch out of my usual Ranged habits. ranged aid another will be fun. But won't be the best option always, so need some attack modes too. Since my phantom is mostly a buffing/debuffing phantom. Might just opt for the ranged chilltouch style. Easiest to do really.

So atm. I'm spike chain w/ 15ft range Dex to hit/damage. (damage seems low but also 3/4th bab caster) vs aid another, and swift aid.(at80ish feet range) to give 1 or 2 people decent boosts to hit or AC depending on the situation. With casting magic .

Sarissa is a great weapon vs giants but I don't wanna be too str based with light armour. So I'm stuck pondering during the work week.


Okay, I realised 90-ish hp is probably oneshottable for a fire giant at this level, so I'm looking for a nice way to beef up those hits... Maybe adding a familiar? I'm have to see how I tweak that.

GM, are the initial feats a familiar comes with swappable for normal feats? Can they get traits of I buy them Additional Traits? I'm not too used to these rules.


Other than a campaign trait (diff campaign) is there any way other than dipping to get the ability to disable magical traps?
I can potentially try disabling traps but no magic atm. I'm not sure if anyone else applying has trap handling abilities?

Speaking of the above persons comment. I too only have 92hp currently. 14 con d8 hp. Assuming half on dice instead of rolling currently. Although ideally won't get close.

tenititive spell list, stats and partial spending that may still change:

https://www.myth-weavers.com/sheet.html#id=2690285
92HP D8+2 BAB 9/4. F9+2 R4+4 W9+7.

Str 10
Dex 14
Con 14
Int 12+1(lv4)+1 (lv 12)=14
Wis 15+2racial+1(lv8)=18+6wis headband=24
Cha 9

Spells per day 5+2 / 5+2 / 4+2 / 3+1 / 1+1
DC: 10+ Spell Level +7(wis); +2 DC to Necromantic spells
Spells known
Lv0 (6) Detect Magic, Grave Words, Guidance, Light, Mage Hand, Message
Lv1 (6)Alarm, Cure Light Wounds, Burst of Adrenaline, Feather Fall, Sanctuary, Touch of Gracelessness
Lv2 (5) Remove paralysis, Inflict Pain, Spiritual Weapon, Invisibility, Ghoul Touch
Lv3 (5) Dispel, Haste, Blindness/Deafness, Force Punch, Remove Blind/Deaf
Lv4 (4) Dimension Door, Etheric Shards, Fear, Surface Excursion
Lv5 (2) Slay Living, Breath of Life

Skills
Per level: 4+4INT+1Human+1Level. Points=at least 1 rank in skill
Acrobatics 14
APPRAISE 2
BLUFF -1
CLIMB 10
CRAFT
DIPLOMACY -1
DISABLE DEVICE 14
DISGUISE -1
ESCAPE ARTIST 9
FLY 12
HANDLE ANIMAL -1
HEAL 20
INTIMIDATE -1
KN(ALL Planes): 2
KN(Planes)18
LINGUISTICS 2
PERCEPTION 20
PROFESSION -1
RIDE 9
SENSE MOTIVE 20
SLEIGHT OF HAND 4
SPELLCRAFT 18 (12 skill points. Noted for magic trick)
STEALTH 14
SURVIVAL 13
SWIM 10
UMD -1

Tentitive spending as I have not done immediately high level in a while
108,000

17100gp. Mithral Chain Shirt +4 12.5lbs AC 8, max dex 6, acp 0 +4bonus

Darkwood heavy wooden+3. +2AC 0acp5lbs 9257 Total ac +5
Or switch to https://www.aonprd.com/MagicArmorDisplay.aspx?ItemName=Starsling%20Buckler for sling and defense. Less ac but cool sling attack

Dex belt. 16k for +4,
Wis hat 36gp for +6
Cloak of resistance +3 9,000 gp,
Amulet of nat armour +2 8k
Ring of Protection +2 8k
Boots of cat 1k
Vest of endure elements 1000gp

6600
Possible switching to the buckler w/ a sling.
and pondering what else shoudl be gotten.. like clothing, rations, water skin, elsewhere-bag (handy haversack like thing), etc.

Potential feats i'm stuck on:

Sling version
Feat
H: Magic Trick (Mage Hand)
1: Healer’s Hands
3: PBS
5: Skill Unlock (heal)
5bab7: WF sling
6bab9: Startoss style
9bab11 Startoss comet
Results: Sling gets +4 damage, +1 to hit, and can full BAB attack 1 and then 1 more at full still.
But slinging for 1d4+4 isn't much at this level. Uncertain how else I could increase that. Potential +6 more if deadly aim is worked in for 1d4+10.
Could get rid of magic trick; and lose ranged aid another or ranged disable devices.

Caster version
Feat
H: Magic Trick (Mage Hand)
1: Healer’s Hands
3: Spell Focus Necro
5: Skill Unlock (heal)
5bab7: Greater Spell Focus Necro
6bab9: Swift Aid (switch for spells known maybe)
9bab11 Reach Metamagic
Ups DC of debuff bad touches that can be used with reach metamagic or with the phantom.

Off hand I think I enjoy the buckler w/ the sling more. but I feel like that amount of damage won't have much point.
Well I've still got some time to figure out.


phantom notes.:

Phantom is currently looking at Zeal. Which will give +2 comp bonus to attack and saves for folks its near. While remaining in ghost form. Attempting intimidate checks or dazzling display. Mainly used to scout, an extra set of eyes, and attempting debuff/buffs.
Actually just realized while writing this, i could potentially move aid another w/ mage hand to the phantom via feats and it could also do that while ghost. Can melee when no in ghost mode but switching back and forth isn't the most convient speed wise.


If you ask me, I think the sling option is a bit outdated by 13th level. Even with a +10 to damage, we're looking at five shots at most (them you need to recharge for 1 minute) which would add up to 5d4+50 if all of them hit, whereas an enemy could easily have around 150 hp maybe. Plus, as soon as someone's in melee, you're suffering a -4 bonus to hit due to not having Precise Shot.

Signature Skill Healing is dope, I tried myself to squeeze it but didn't have the feats nor skill points. The aid another via Mage Hand is cool too if you can give a substantial bonus, and it's fine if you release a big bang spell (slow, a wall, whatever) and then just use the trick to play conservative with your slots.

Sorry for sticking my nose without being called, just wanted to let you know what I think in case it helps you decide.


Nah I was hoping for input. I like the flavor of that sling but it really isn't terribly worth it.
If other campaign's traits are allowed Outsider from Tyrant Grasp would be prime for the character. Also really would fit the background.
gives +1 trait to survival and stealth, makes stealth a class skill. The character recieves less aid another bonus (1) from others. but gives others +1 more. WIth the helpful combat trait that aid another would be giving +4 (more if I were to spend gold on benevolant) to ac or to hit. and swift aid would be giving +2 ac or defense. both at the 55ft range. (80 if I keep reach metamagic and don't use swift aid that round).
I should probably re-evaluate my spending. If I can sneak in benevolant that'll boost both aid anothers.

Plus I get to flavor deflecting attacks by flinging soul shards. (backstory thing)
I'm basically a buffer debuffer, with some moderate healing (out of battle generally).
also if reach I could use that with chill touch. But that doesn't work nearly as well anymore now that they stopped allowing the iterative attacks with held the charge. Previously tha would be worth a round to have a d6 +save for str damage as a paltry spam attack that costs low.

I'll probably post the Caster version tonight since everything else is done.


Zwordsman, My math says you're running 18 pt buy not 15;

Str 10 (0 pts)
Dex 14 (5 pts)
Con 14 (5 pts)
Int 12+1(lv4)+1 (lv 12)=14 (2 pts)
Wis 15+2racial+1(lv8)=18+6wis headband=24 (7 pts)
Cha 9 (-1 pt)

5+5+2+7-1=18


One issue is that I hear that you need to be creative to rest a lot in this module. So I would suggest some sort of attack that doesn't rely on using your spell slots. It may be minor, but having something that doesn't consume is useful.

But I wouldn't expend half your feats on this. Instead of all the feats maybe a +1 frost sling or crossbow? While it won't get a lot of damage, it will be increased against many of the bad guys.

Always have a plan for when your main build doesn't work.


I'll double check that point buy after work today I was using that Pittsburgh pfs calculator online. So I mightve miscicked

As a sidenote to the gm. Just occurred to me but you banned summoner.
Is spiritualist fine? The phantom has similarities

I think there is an archetype that switches it out if so.

This version doesn't have a debuffing phantom for his spell bad touches. Buy would have more damage and also a ranged force punch mage hand.

Actually if I lean into multiple aid another and spell support. It's a shame I can't get arcane strike on a psychic caster. Such a good. Booster

Edit. Also. I just realized I forgot lv 13 gets a feat. Sleepy brain between jobs.
Well. That's what weekends are for. Going over all your work from the tiring work week!


Zwordsman here.
This is not the alias I would use for it. Its just my stat block approval alias due to it being a dead pbp

Gm i have my stat block in the alias info for review to see if you are interested in my character. Including a backstory.

[b] I have two points that would need approval. One is this spell surface excursion As the description sounds like a mountain, this spell seemed like something my character would pick up in preperation (like the giant's language).
Second is taking a Campaign Trait from a different campaign. This one I want because it gives a straight +1 to aid another, and it would give Stealth as a class skill. If it is invalid, I have another choice, it just won't boost AC on aid another, just attack.

Other folks if you want to review, feel free. but please do not read the backstory. I'm debating a few spell choices as we currently have no cleric so a few more removal might be apt. As well as still debating a little of the gold.
I am also debating spell focus Necro and greater spell focus. I could remove and get Reach to more safely use certain touch spells and lunge. Which give me 15ft basic melee range w/ the spell combat/spell strike. Or 20 ft if I ultimately buy the items i'm debating.

I reviewed the Not-minion archetypes and actually found one I really like. So I went and remade him today as one. I'm pretty fond of it. So I no longer have a phantom, so the previous question on if its a valid class is out. Makes life simplier too not having a creature.

This isnt' really an upfront character its meant to work with others, but i saw an opportunity to snag a few nice weapons from the archetype that'll let them manage if they get into things closer. Giving +4 or 5 AC (Standard) and +2 to hit (Swift) while having debuff, buff, utility spells, and some melee/range makes me pretty happy. Albiet potentially squishy.
I would note, while I have disable device, and can do so from range. I haven't highly focused in on it, and I cannot disable magic traps.
So if someone else is scout inclined and can do so. I'll happily aid another them!


2 people marked this as a favorite.

Ah, reminds me of that old Beatles song.

I once had a blade
Or should I say it once had me
Now I carry a club
Isn't it good. No-Ego wood.


Philo Pharynx wrote:

I once had a blade

Or should I say it once had me
Now I carry a club
Isn't it good. No-Ego wood.

Brilliant XD


I really only remember yellow submarine...due to their animated movie being one of my siblings favorites. Thats a good rhyme

side-note all these characters are fun sounding so far.
I don't think my phantom blade will play like Jereru's Magus, I'm mostly using mine as a way to apply spells at a fair range, and will be more inclined for mid to back lines with spells here and there and have the option for ranged weapon. Sadly without a blinkback belt or something I can't spell combat with a ranged option.

but if it steps on tows I'm pretty fine with switching around. Although I'm going to opt out going full divine that the applications currently lack. Simply due to having played one for a 1-18 lv game recently that took a few years. Spiritualist has a few options. but I didn't take many and if anyone else is primary removal healing i'd remove them all for utility spells.
quite a few other archetypes that take out the phantom pet

EDIT: but for clarity I would prefer this phantom blade as its very different from what I usually try out. Much less at this level.


Here is my submission, she is not complete as yet as I still have some purchases to make. The stat block includes the effects of some buffs, namely ant haul, magic vestment and magic weapon.

Background:

Name Xenovia Zenophon
Xenovia is the daughter of roving Varisian merchants who travelled the length and breadth of the region from Armeril in the west to Janderhoof in the east and from Magnimar in the south to Brinewall in the north. As such she grew up meeting people from many different backgrounds, cultures, philosophies and religions. She became fascinated by people and by the possibilities that travel brought. With that also came a fascination with the history of Varisian, and of the ancient Empire of Thassilon on which so much of it is built. When she was barely more than a child she ran off to explore a set of such ruins her caravan was passing. There she tumbled into an ancient ruined Temple. Her parents found her the following day wandering the hills with no recollection of what had happened.

Over time she learned that Desna had blessed her and since that revelation nothing has held her back. Packing up her bags she kissed her family, bid them good luck and set off to explore every Thassilonian ruin she can find, whoever or whatever might be inhabiting it now. She still keeps in touch with her family, writing to them at regularly scheduled drop off spots and occasionally catching up to share stories of their respective travels and to learn about new discoveries. Xenovia knows that Thassilon used Giants to help build their Empire and has decided it is time to go poking around in every Giant hold she can find.

Description
Xenovia is a short, dark haired woman with piercing blue eyes flecked with shards of silver. She wears loose fitting travelling clothes over a hidden coat of mithral and carries her sacred starknife which she is never without. She smiles often and easily and remains upbeat even in the face of danger. She happily shares her powerful magic with friends and strangers alike and is generally trusting. However, people only get one chance with her and if she is crossed she can have a seriously mean streak. She prefers not to kill if possible.

Her first love however is study, knowledge and history and she has been known to get lost for days at a time poring over ancient texts, glyphs or riddles to unlock their secrets.

Her constant travelling companion is Eclipse, a massive silver haired wolf clad in mithral armour. When battle is joined Xenovia is found riding her wolf into battle, sharing her magic between the two of them.

Stat Block:

Currently infinished but should give you a flavour of things.

Xenovia Zenophon
Female human oracle (spirit guide) 13 (Pathfinder RPG Advanced Class Guide 106, Pathfinder RPG Advanced Player's Guide 42)
CG Medium humanoid (human)
Init +3; Senses Perception +23
--------------------
Defense
--------------------
AC 27, touch 16, flat-footed 21 (+7 armor, +6 Dex, +4 shield)
hp 123 (13d8+55)
Fort +12, Ref +15, Will +13
Defensive Abilities improved uncanny dodge
--------------------
Offense
--------------------
Speed 30 ft.
Melee: +3 returning starknife +19/+14 (1d4+10/×3) or
Ranged: +3 returning starknife +19 (1d4+10/×3)

Oracle (Spirit Guide) Spells Known (CL 13th; concentration +20, 25 to cast defensively)
6th (5/day)—mass cure moderate wounds, greater dispel magic, heal, greater heroism, litany of madness[UC]
5th (7/day)—aspect of the wolf[APG], breath of life (DC 22), mass cure light wounds, flame strike (DC 24), life bubble[APG] (DC 22), plane shift (DC 22), spell resistance, telekinesis (DC 22)
4th (7/day)—air walk, blessing of fervor[APG] (DC 21), cure critical wounds, divine power, freedom of movement, holy smite (DC 23), greater magic weapon, moonstruck[APG] (DC 21), spiritual ally[APG]
3rd (8/day)—bestow insight[ARG], cure serious wounds, dispel magic, heroism, invisibility purge, magic vestment, rage, communal resist energy[UC], sand whirlwind (DC 20)
2nd (8/day)—burst of radiance (DC 21), cure moderate wounds, delay poison, dust of twilight[APG] (DC 19), grace[APG], ironskin, light prison (DC 21), page-bound epiphany, spiritual weapon, tears to wine (DC 19)
1st (8/day)—ant haul[APG] (DC 18), comprehend languages, cure light wounds, divine favor, fumbletongue[UM] (DC 18), liberating command[UC], murderous command[UM] (DC 18), sanctuary (DC 18), shield of faith, unseen servant
0 (at will)—create water, detect magic, detect poison, guidance, light, mending, purify food and drink (DC 17), spark[APG] (DC 19), stabilize
Mystery Lunar
S spirit magic spell; Spirit Ancestors

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Statistics
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Str 8, Dex 8, Con 18, Int 14, Wis 12, Cha 24
Base Atk +9; CMB +8; CMD 17
Feats Divine Fighting Technique (desna's Shooting Star), Extend Spell, Extra Revelation[APG], Greater Spell Focus (evocation), Improved Share Spells[APG], Martial Weapon Proficiency (starknife), Solar Spell, Spell Focus (evocation)

Traits fate's favored, seeker

Skills Appraise +10, Bluff +10, Diplomacy +26, Disguise +10, Handle Animal +11 (+15 to force this mount into an Unnatural Aura.), Intimidate +10, Knowledge (arcana) +26, Knowledge (dungeoneering) +14, Knowledge (engineering) +14, Knowledge (geography) +14, Knowledge (history) +26, Knowledge (local) +14, Knowledge (nature) +14, Knowledge (nobility) +14, Knowledge (planes) +26, Knowledge (religion) +14, Linguistics +11, Perception +23, Ride +11 (+15 to force this mount into an Unnatural Aura), Spellcraft +25
All Int based skills are Charisma based foe Xenovia

Languages Common, Draconic, Giant, Thassilonian

SQ ancestor's council, bonded spirit, bonded spirit hex (wisdom of the ages), oracle's curse (powerless prophecy), revelations (form of the beast, primal companion, prophetic armor), spirit ()

Combat Gear lesser extend metamagic rod, mnemonic vestment[UE], wand of cure light wounds; Other Gear mwk mithral chain shirt, mwk mithral buckler, +1 returning starknife, starknife, belt of mighty constitution +4, circlet of persuasion, cloak of resistance +3, cracked pale green prism ioun stone (saves), eyes of the eagle, gloves of elvenkind[ARG], handy haversack, headband of alluring charisma +4, lesser talisman of freedom[OA] (3)

I have about 15k gold still to spend.

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Special Abilities
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Ancestor's Council (10/day) (Su) As a standard action, grant ally within 30 ft. +2 to attack/save/ability/skill check made before next turn.
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Bonded Spirit Gain a wandering spirit each day.
Divine Fighting Technique (Desna's Shooting Star) Starknife att/dam is Charisma based. Advanced: full-rd thrown starknife deals 1d4 hits.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Form of the Beast IV (Tiny or Large Magical Beast, 13 hour(s)) (Su) Assume the form of a Tiny or Large magical beast (Beast Shape IV, for up to 13 hours.
Greater Spell Focus (Evocation) +1 to the Save DC of spells from one school.
Improved Share Spells If your bonded creature is within 5' of you when you cast a spell, you can split the duration 50/50 between the two of you.
Improved Uncanny Dodge (Lv >= 17) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 17+.
Powerless Prophecy Gain uncanny dodge, but cannot act during surprise round.
Prophetic Armor (Ex) You may apply your Charisma modifier instead of Dexterity to AC and Reflex saves.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Solar Spell Light spell dazzles creatures and deals extra damage and extra effects against oozes, fungal, shadow, and undead creatures. +1 Level.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Wisdom of the Ages (Su) Use Charisma modifier instead of Intelligence for Int-based skills due to the impact of the Spirit Guide Archetypr

Eclipse:

Eclipse
Wolf
N Large animal
Init +4; Senses low-light vision, scent; Perception +13
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Defense
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AC 32, touch 13, flat-footed 28 (+7 armor, +4 Dex, +12 natural, -1 size)
hp 116 (11d8+66)
Fort +14, Ref +13, Will +8 (+4 morale bonus vs. enchantment effects); +4 morale bonus vs. fear and emotion effects.
Defensive Abilities evasion
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Offense
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Speed 50 ft.
Melee bite +16/+11 (2d6+11 plus trip)
Space 10 ft.; Reach 5 ft.
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Statistics
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Str 25, Dex 18, Con 20, Int 2, Wis 12, Cha 6
Base Atk +8; CMB +16; CMD 30 (34 vs. trip)
Feats Extra Item Slot (shoulder), Improved Natural Attack (bite), Iron Will, Toughness, Valiant Steed, Weapon Focus (bite)
Skills Acrobatics +8 (+16 to jump), Perception +13, Stealth +4, Survival +1 (+5 when tracking by scent); Racial Modifiers +4 Survival when tracking by scent
SQ devotion
Other Gear mwk mithral chain shirt, amulet of mighty fists +1, cloak of resistance +2, horsemasters saddle

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Special Abilities
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Devotion +4 (Ex) +4 morale bonus on Will saves vs. enchantment effects.
Evasion (Ex) No damage on successful reflex save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Trip: Bite (Ex) You can make a trip attempt on a successful attack.
Valiant Steed +4 vs. fear/emotion effects & to push you into unnatural aura. Wounds don't increase push DC.


I'm afraid that I'm not going to be able to get a character sheet together for the 9PM EST deadline, so I am withdrawing.


Hey all, I was out of town for the weekend, so I apologize if I missed your questions. Anyway, to those who applied, thanks! I know it's a pain to make 13th level characters and even worse to make them and not get selected. Without further ado, the 3 players selected are:

Edmond Wynston
Yolanda Foehammer
Xenovia Zenophon

To those selected, please report to: Discussion Thread

Happy gaming to all!


Have fun storming the fire giant lair!

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