Doom! (Inactive)

Game Master DEWN MOU'TAIN

Armageddon has begun! the realms of the abyss and the nine levels of Hell begin to bleed out into the prime material realm. Demonic possessions abound as the party seeks safety....

Doom soundtrack. Always listen to this when playing this game!

battle map


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normally, i write up some long intro story thingy that helps to set the tone and wet the player's whistle for the game. Nah, not this time. Just click this link for how it'll start

This will be a 95% combat game.

Character build info:

note!!!!
My exposure to classes beyond the core classes is slim. Same goes with the feats. So i am letting everyone know now that i am willing to allow crazy shenenigans to happen, but you have to have a link to said things on your character page. If you do not have it linked, you do not have it.
for example:

you want to play an orc anti-paladin, and have taken the racial feat "bullying blow", your character sheet better look like this
full orc
antipaladin
Bullying blow

and not:
full orc
antipaladin
Bullying blow

If that link is missing, you dont have it.

only exceptions will be for skills. you dont need to link them.

important stuff:

1st level
max HPs
35 build points Max stat is 18 (before racial mods), Min allowed stat is 10. no going negative to get more build points
Races allowed: Core races. Open to others, post the request on here, with a link, and i will read it over and consider it.

Feats: someone in the interest thread mentioned feat tax, or an elephant in the room tax, what ever its called. Im open to the idea, But id need someone to explain it better to me than what im reading online. Somethings not clicking in my head.

skills: background skills are allowed.

equipment: regular equipment, although, i would strongly encourage you all to get weapons that are outside of the norm. Everyone uses a longsword or greatsword. How about a Lucerne warhammer with a 4 foot shaft? you lose the brace and reach, but all of the style points for originality.

Total players: 5

i will allow background traits. 2

do not bother with taking any feats that have a initiative component to it. I dont roll for init in my games.

I am sure that i am forgetting something else, and someone else will bring it up.

special note to self so i dont forget it
Crit ranges: all weapons with a base 20 crit range will now be 19-20. so a pickaxe, has a x4 crit multiplier, is now considered a 19-20 crit range.

when rolling the damage for a crit, players and dm will make the dice roll, add all the modifiers, and then multiply by the crit damage modifier.

Character death: PC drops to -10 HPs, they are dead. No going down to CON level.

Improved Critical (Combat): :

Attacks made with your chosen weapon are quite deadly.
Prerequisite: Proficient with weapon, base attack bonus +8.

Benefit: When using the weapon you selected, your threat range is doubled.

Special: You can gain Improved Critical multiple times. The effects do stack upon itself.

This effect does stack with any other effect that expands the threat range of a weapon.
i suppose i could just make up more feats like "more improved upon critical" and "greater critical" and "more greater critical" and "greatest critical", but you get the idea.

madness Youre going into hell/the abyss. the negative energies will begin to twist and warp your psyche. depending on how long you encounter such things, you pick up madness, and have the possibility of going mad. If such a thing happens, you become possessed.

heartstone: allows you to siphon energy from demonic entities upon their death to replenish health and/or magical energies.

Runes: some runes will be required to access/pass through portals/doorways/thresholds. some will provide early powerups (extra feats, bonus hit points, higher spells, etc).

Sczarni

I'll be posting a Full Orc Barbarian with a Butchering axe build in a bit.

quick question, is the minimum stat of 10 before racial mods or after?

Sovereign Court

ngl when you first posted the interest check, I immediately went to the Ripsaw Glaive.

Starting wealth?

Sovereign Court

As for EitR feat tax rules:

It makes some of the "mandatory" feats just inherit things that characters can do as long as they meet the proper prerequiites.

No more taking Power Attack. Anyone with BAB of at least +1 can do it. Same for Deadly Aim and Combat Expertise.

Another big change is Point-Blank Shot no longer exists. It's a prereq for so many archery feats but Precise Shot is the one that everyone needs.


Here is Friendly Sauce's Submission. I should have the links to anything not in the CRB.

also fwiw, I've never used elephant feat tax but am ok to try it out


When will selection occur?

Grand Lodge

what level?

Sczarni

grimdog73 wrote:

what level?

RIZZENMAGNUS wrote:


important stuff:

1st level
max HPs
35 build points Max stat is 18 (before racial mods), Min allowed stat is 10. no going negative to get more build points
Races allowed: Core races. Open to others, post the request on here, with a link, and i will read it over and consider it.


Will try a Skald who rocks out while swinging his axe

Grand Lodge

1 person marked this as a favorite.

i feel like a complete idiot for missing that...the bold text distracted me...

Sovereign Court

I ended up going somewhere completely different in the end. Swashbuckler with an estoc.

Statblock:

Bos Murga
Male Half-elf Swashbuckler
CN Medium HUmanoid (human, elf)
Init +6; Senses low-light vision, Perception +6

--------------------
Defense
--------------------

AC 18, Touch 14, Flat-Footed 14 (+4 armor, +4 dex )
HP 12 (1d10+2)
Fort +2; Ref +6, Will +1,
--------------------
Offense
--------------------

Speed 30 ft.
Melee estoc +7 (2d4+2/18-20x2)
Ranged
Special Attacks panache (3/3), deeds (derring-do, dodging panache, opportune parry and riposte)
--------------------
Statistics
--------------------

Str 14, Dex 19, Con 14, Int 10, Wis 12, Cha 16
Base Atk +1; CMB +3; CMD 17
Feats weapon finesse, exotic weapon prof: estoc
Skills acrobatics [1] +7, climb [1] +5, Local [1] +4, perception [1] +6
Background Skills artistry [1] +4, nobility [1] +4,
Languages common, elven
Traits : Race - Elven Reflexes
Faith - Called
SQ panache, swashbuckler’s finesse, deeds
Favored Class
Combat Gear acid flask
Other Gear estoc, chain shirt, backpack, rations (5), canteen, flint and steel, belt pouch containing 6 gp 5 sp
Encumberance 19.5/58 for light


I present

Sumak Wildheart:

-------------------
Male Half Orc Occultist [ Battle Host 1
NG Medium humanoid (Human, Orc)
Init +1 ; Senses Perception +
--------------------
Defense
--------------------
AC 20, touch 11, flat-footed 19 (+9 armor, +1 Dex, + Shield)
hp: 12 (1d8+ 3 Con +1 Class)
Fort +7(8), Ref +3(4), Will +5(6)
Defensive Abilities:Warding Talisman , Unflinching Valor, Sacred Tattoo
--------------------
Offense
--------------------
Speed: 20 Ft [30 ft without Armor]
Melee: [url-https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/orc-ram/]Orc Ram[/url] +4 [d10+6; x3]
Falchion +4 [2d4+6; 18+ x2]
Ranged:
Special Attacks:
Spells (CL 1; Concentration +3)
Level 0 (-): Resistance[url]
Level 1 (2/2): [url=https://www.d20pfsrd.com/magic/all-spells/a/adjuring-step/]Abjuring Step[url], [url=https://www.d20pfsrd.com/magic/all-spells/a/alarm]Alarm[url], [url=https://www.d20pfsrd.com/magic/all-spells/h/hex-ward]Hex Ward[url], [url=https://www.d20pfsrd.com/magic/all-spells/h/hold-portal]Hold Portal[url], [url=https://www.d20pfsrd.com/magic/all-spells/p/peacebond]Peacebond[url], [url=https://www.d20pfsrd.com/magic/all-spells/s/shield]Shield[url], [url=https://www.d20pfsrd.com/magic/all-spells/s/shock-shield]Shock Shield[url], [url=https://www.d20pfsrd.com/magic/all-spells/w/warding-weapon]Warding Weapon[url]
--------------------
Statistics
--------------------
Str 18, Dex 12, Con 16, Int 14, Wis 12, Cha 10
Base Atk +0 ; CMB +4; CMD 15

Racial Abilities:
[url=https://www.d20pfsrd.com/races/core-races/half-orc]Unflinching Valor
: half-orcs with this racial trait gain a +2 racial bonus on saving throws against fear effects, and a +1 racial bonus to CMD to avoid being grappled. This replaces intimidating. PPC:HftF
Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
Weapon Familiarity:Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
Darkvision: Half-orcs can see in the dark up to 60 feet.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Class Abilities:
Weapon and Armor Proficiencies:A battle host is proficient with all simple and martial weapons and with all types of armor (heavy, light, and medium) and shields (including tower shields). This replaces the occultist’s weapon and armor proficiency.
Spellcasting:An occultist casts psychic spells drawn from the occultist spell list, limited by the implement groups he knows.
He can cast any spell he knows without preparing it ahead of time. Every occultist spell has an implement component (see Implements). To learn or cast a spell, an occultist must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an occultist’s spell equals 10 + the spell level + the occultist’s Intelligence modifier.
An occultist can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Occultist. In addition, he gains bonus spells per day if he has a high Intelligence score.
The occultist’s selection of spells is limited. For each implement school he learns to use, he can add one spell of each level he can cast to his list of spells known, chosen from that school’s spell list. If he selects the same implement school multiple times, he adds one spell of each level from that school’s list for each time he has selected that school.
When the occultist learns to cast a new level of spells, he immediately adds one spell of that level to his list of spells known from each implement school he knows (plus any extra spells from schools he has selected multiple times).
At 5th level and every 3 occultist levels thereafter (8th, 11th, and so on), an occultist can choose to learn a new spell in place of one he already knows. In effect, the occultist loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level occultist spell the occultist can cast. The spell learned must come from the same list of spells provided by the implement school of the spell lost. An occultist can swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for that level.
An occultist need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.
Focus Powers:At 1st level, an occultist learns the base focus power from both of his two implement schools (see Implements below) and can select one more focus power from the list of those available to him through those schools.
Whenever the occultist learns a new implement school, he gains the base power of that school. In addition, at 3rd level and every 2 levels thereafter, he learns a new focus power selected from the options granted by all of the implement schools he knows. The occultist can use focus powers only by expending mental focus (see Mental Focus).
Unless otherwise noted, the DC for any saving throw against a focus power equals 10 + 1/2 the occultist’s level + the occultist’s Intelligence modifier. The occultist can’t select a focus power more than once. Some focus powers require him to reach a specific occultist level before he can choose them.
Panoply Bond (SU) Full Plate: Abjuration Implement At 1st level, a battle host forms a supernatural bond with a specific weapon, suit of armor, or shield. This selection is permanent and can never be changed. The bonded item is masterwork quality and the battle host begins play with it at no cost.
The bonded item is immune to the broken condition for as long as the battle host lives. If a battle host dies and is restored to life, the bonded item is also restored if it was destroyed. Any magic powers associated with a battle host’s bonded item function only for the battle host; in the hands of anyone else it is only a masterwork item. The bonded item starts as an implement for any single school of magic at 1st level, and gains access to additional schools of magic at 2nd, 10th, 14th, and 18th levels, granting the battle host access to base focus powers and resonant powers accordingly. The battle host’s bonded item serves as his implement component to cast occultist spells of all the schools that he knows.
However, he must split his mental focus among the schools he knows for the purpose of determining resonant powers and using focus powers, even though he possesses only one physical item as an implement.
This ability alters implements, mental focus, spellcasting, and implement mastery.
Abjurant Resonant Power Warding Talisman [5 points]- The implement wards against adverse effects. Whoever wears (or holds, for bells) the implement gains a +1 resistance bonus on saving throws for every 2 points of mental focus invested in the implement, to a maximum bonus of 1 + 1 for every 4 occultist levels you possess.
Knacks/i]: An occultist learns one knack, or 0-level psychic spell, each time he selects an implement school (including when he again selects a school that he has already learned to use). These spells are cast like any other spell, but they can be cast any number of times per day. Knacks cast using any other spell slots because of metamagic feats applied to them, for example, consume spell slots as normal.
[i]Mental Focus
: [5] An occultist can invest a portion of his mental focus into his chosen implements for the day, allowing him to utilize a variety of abilities depending on the implements and the amount of mental focus invested in them.
An occultist has a number of points of mental focus equal to his occultist level + his Intelligence modifier; these points refresh each day. He can divide this mental focus between his implements in any way he desires. If an implement is lost or destroyed, the focus invested in it is lost as well, though the occultist still refreshes those points of focus normally.
Once mental focus is invested inside an implement, the implement gains the resonant power of its implement school, and the occultist can expend the mental focus stored in the implement to activate the associated focus powers he knows. If a resonant power grants a bonus that varies based on the amount of mental focus invested in the implement, the bonus is determined when the focus is invested, and is not reduced or altered by expending the mental focus invested in the item. Once all of the mental focus in an implement has been expended, it loses its resonant power until mental focus is once again invested in the implement.
The implement grants its resonant power to whoever possesses it; the occultist can lend the implement to an ally to assist that ally, but if he does so, he has difficulty casting that implement’s spells (see Implements) and can’t expend that implement’s focus on focus powers until he retrieves the implement or refreshes his focus.
The occultist refreshes his mental focus once each day after receiving at least 8 hours of sleep. After refreshing his mental focus, the occultist must spend 1 hour preparing his implements and investing them with this power. Mental focus that is not used before the next time the occultist refreshes his focus is lost.
The occultist can choose to save generic mental focus inside his own body instead of investing all of it, but expending this focus comes at a higher cost.
Any focus power the occultist activates with generic focus costs twice as much mental focus to use (and to maintain, if applicable). The occultist can expend his generic focus through an appropriate implement on any focus power he knows, but an implement he didn’t invest any focus in at the start of the day grants no resonant power.

Traits
Fate’s Favored: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Trap Finder: You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue.

Feats:
Extra Mental Focus: You gain 2 additional points of mental focus.

Skills: Disable Device +3 [1], K: Arcana +5 [1],K: Planes + [1], K: Religion + [1], Perception +5 [1]

Languages: Common, Orc, Infernal, Abyssal

SQ: Darkvision
Combat Gear: MW Full Plate (0 gp, 50 lbs), [url-https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/orc-ram/]Orc Ram[/url] (15 gp, 20 lbs), Falchion (75 gp, 8 lbs)
Gold: 25 Silver: 4 Copper:
--------------------
Tracked Resources
-------------------- Weight
Traveler's Outfit 1/1 5
50 ft rope* 1/1 5 10 gp
Grappling Hook* 1/1 4 1 gp
Crowbar* 1/1 5 2 gp
Rations* 7/7 7 3.5 gp
Waterskin* 1/1 4 1 gp
Backpack, Common* 1/1 2 2 gp
Bedroll* 1/1 5 0.1 gp
Spell Component Pouch 1/1 2 5 gp

Total Weight 112 lbs (32 lbs in backpack); light 100 lbs or less/ 101-200 lbs medium / 201-300 lbs heavy

What he brings:
Sumak is an occultist. He focuses mental power into his armor to grant him access to special abilities. He has spell casting based on how he learns to channel power into his armor. He also can disarm traps if needed. Occultists provide a mix of martial and magical powers to aid the group. Currently, his powers are focused on Abjuration abilities.


Regarding EitR feat tax rules and Automatic Bonus Progression (which was talked about on the interest thread but not mentioned here), they've got the same mindset for different parts of character progression.

If you want the "best" stats for your character, you're almost required to buy things like the "headband of [mental stat]" or the "belt of [physical stat]" and the "+1-5" bonuses on your weapons and armor. Automatic Bonus Progression gets rid of that, making all of those numerical bonuses automatic (scaling) unlocks. It also means you can attune new weapons as something piques your interest and you're not pinching coppers trying to get that additional +1 on the same longsword you've had since level 1. Or if you want to keep the same longsword, you're not forced to choose between it and a new weapon with a higher enhancement bonus, especially when your feat selection is likely chosen around that specific weapon, instead of a weapon class, which segues into....

If you want the "best" feats for your character, you're required to invest in specific feat taxes for your build. Power Attack, Point-Blank Shot, Precise Shot, Weapon Finesse [weapon], Improved [combat maneuver], and a couple others. With the extremely limited amount of feat slots we get anyway, Elephant in the Room feat tax adjustments minimizes these requirements (or gives them by default - a melee character shouldn't need a feat to know how to hit harder or to know that doing so inherently makes the swing more "wild", and a TWF rogue/ranger/slayer/etc is basically required to wield twin weapons otherwise they need to invest another feat or three getting the secondary weapon up to the needed feats, where this ruleset helps those feats apply to weapon classes instead).

Both of these rule adjustments free up builds to have that extra bit of freedom and flexibility to build a character you're happy with, not just one that just get's there.

Also, this is my dotting in. Got a full on "Rip, Tear, Kill" barbarian/alchemist natural attacker I've always wanted to play. If possible, I'd like to use the Wereboar skinwalker race, if that's okay?


Chapel Ty'El wrote:

I ended up going somewhere completely different in the end. Swashbuckler with an estoc.

** spoiler omitted **

gotta change your trait. I dont do initiative rolls.


RIZZENMAGNUS wrote:
Chapel Ty'El wrote:

I ended up going somewhere completely different in the end. Swashbuckler with an estoc.

** spoiler omitted **

gotta change your trait. I dont do initiative rolls.

That reminded me I forgot traits! they have been added and linkified.

Sovereign Court

RIZZENMAGNUS wrote:
Chapel Ty'El wrote:

I ended up going somewhere completely different in the end. Swashbuckler with an estoc.

** spoiler omitted **

gotta change your trait. I dont do initiative rolls.

Right. I saw that too.

Swapping it for Failed Apprentice

Statblock:

Bos Murga
Male Half-elf Swashbuckler
CN Medium HUmanoid (human, elf)
Init +4; Senses low-light vision, Perception +6

--------------------
Defense
--------------------

AC 18, Touch 14, Flat-Footed 14 (+4 armor, +4 dex )
HP 12 (1d10+2)
Fort +2; Ref +6, Will +1, (+1 trait bonus vs arcane spells)
--------------------
Offense
--------------------

Speed 30 ft.
Melee estoc +7 (2d4+2/18-20x2)
Ranged
Special Attacks panache (3/3), deeds (derring-do, dodging panache, opportune parry and riposte)
--------------------
Statistics
--------------------

Str 14, Dex 19, Con 14, Int 10, Wis 12, Cha 16
Base Atk +1; CMB +3; CMD 17
Feats weapon finesse, exotic weapon prof: estoc
Skills acrobatics [1] +7, climb [1] +5, Local [1] +4, perception [1] +6
Background Skills artistry [1] +4, nobility [1] +4,
Languages common, elven
Traits : Race - Failed Apprentice
Faith - Called
SQ panache, swashbuckler’s finesse, deeds
Favored Class
Combat Gear
Other Gear estoc, chain shirt, backpack, rations (5), canteen, flint and steel, belt pouch containing 16 gp 5 sp


Question: do weapons with 19-20 critical threat have anything new, or are they simply stupidly worse just because?

I'm planning on playing either something very critical focused or a ranged dps.

Also, initial gold?


Getting his stats finished up. Here is Jediah Mountainstrong. Doof Warrior wannabe

Grand Lodge

aasimar?

https://www.d20pfsrd.com/races/other-races/featured-races/arg-aasimar

Grand Lodge

or tiefling to save someone else asking...

tiefling


Hmmmm, if were killing them all and letting 'god' decide, maybe we need a paladin....

Sovereign Court

Robert Henry wrote:
Hmmmm, if were killing them all and letting 'god' decide, maybe we need a paladin....

It was all I could do to not make a Paladin.


Robert Henry wrote:
Hmmmm, if were killing them all and letting 'god' decide, maybe we need a paladin....

Walks around with a stereo blaring (because why not?) Johnny Cash's God's Gonna Cut You Down.


All set to rip and tear. Just need a flame thrower installed into my guitar.


wereboar: cool

Aasimar: sure

tiefling: ok

starting gold: 1000 gps.

feat tax: yeah, that sounds interesting. we can give it a try. Just dont be surprised if i ask a lot of questions about it when the situation comes up.

Automatic bonus progression: yeah, that sounds interesting. we can give it a try. Just dont be surprised if i ask a lot of questions about it when the situation comes up. this actually makes things a lot more easier to do, to manage, to better convey the kill em all style of the game.

why no paladin? lol


what did we decide on firearm rules? Gun's everywhere? modern firearms?


RIZZENMAGNUS is Variant Multi Classing yes or no?

Sovereign Court

RIZZENMAGNUS wrote:

wereboar: cool

Aasimar: sure

tiefling: ok

starting gold: 1000 gps.

feat tax: yeah, that sounds interesting. we can give it a try. Just dont be surprised if i ask a lot of questions about it when the situation comes up.

Automatic bonus progression: yeah, that sounds interesting. we can give it a try. Just dont be surprised if i ask a lot of questions about it when the situation comes up. this actually makes things a lot more easier to do, to manage, to better convey the kill em all style of the game.

why no paladin? lol

Definitely need to make some changes


RIZZENMAGNUS wrote:

feat tax: yeah, that sounds interesting. we can give it a try. Just dont be surprised if i ask a lot of questions about it when the situation comes up.

Automatic bonus progression: yeah, that sounds interesting. we can give it a try. Just dont be surprised if i ask a lot of questions about it when the situation comes up. this actually makes things a lot more easier to do, to manage, to better convey the kill em all style of the game.

All good, I've played with both rulesets for a long time so feel free to ask.

The interest check also mentioned crits possibly restoring HP/Spell points. Is that going to apply to class daily abilities? rage rounds/rage powers/bard performances/pinache/bombs/etc?


I did not realize we would get so much GP. I would have a +4 Str Orc Hornbow and some durable arrows for my submission.


Silas Hawkwinter wrote:
RIZZENMAGNUS is Variant Multi Classing yes or no?

got a link?


Pocket, the Fool wrote:

The interest check also mentioned crits possibly restoring HP/Spell points. Is that going to apply to class daily abilities? rage rounds/rage powers/bard performances/pinache/bombs/etc?

yes.

im still pondering out how to do apply this, but should have it figured out soon enough


Here you go: Variant multi classing. Basically in exchange for half your feats you get to pick up some features from other classes. Some of the options are meh, some are quite strong especially at mid to high level.


Robert Henry wrote:
what did we decide on firearm rules? Gun's everywhere? modern firearms?

Still.

Are Bloodragers permitted?


For kicks, I'm tooling around with a hobgoblin geokineticist. I haven't played the class before, but ripping chunks of the ground up to smash a demon's face in sounds like a blast.

The inclusion of the Elephant in the Room feat tax rules will allow him to have precise shot from level one instead of waiting until level three, which is awesome. No idea on traits yet, but I'll keep thinking through the concept if this sounds amenable.


Can't say I'm a huge anime fan but yeah that sounds like something out of the last air bender.


Only if the fire nation attacks.

Sczarni

Silas Hawkwinter wrote:
Can't say I'm a huge anime fan but yeah that sounds like something out of the last air bender.

That's pretty much the entire kineticist class haha


Did we ever get a recruitment end date?


Erm, question: Can we buy a wand with half the charges for half price? Would be a Shield wand.

Sovereign Court

Unless something else is revealed regarding creation, I think I'm pretty much done with this guy. I haven't given any backstory much thought since I figured if we're all Doom Guys there's probably not going to need to be one.

Statblock:

Bos Murga
Male Half-elf Swashbuckler
CN Medium Humanoid (human, elf)
Init +4; Senses low-light vision, Perception +6

--------------------
Defense
--------------------

AC 18, Touch 14, Flat-Footed 14 (+4 armor, +4 dex )
HP 12 (1d10+2)
Fort +2; Ref +6, Will +1, (+1 trait bonus on all saves vs arcane spells)
--------------------
Offense
--------------------

Speed 30 ft.
Melee masterwork cold iron estoc +6 (2d4+6/18-20x2)
Ranged composite shortbow +4 (1d6+4/x3)
Special Attacks panache (3/3), deeds (derring-do, dodging panache, opportune parry and riposte)
--------------------
Statistics
--------------------

Str 14, Dex 19, Con 14, Int 10, Wis 12, Cha 16
Base Atk +1; CMB +3 (+5 if using finesse weapon); CMD 17
Feats weapon finesse, exotic weapon prof: estoc
Feat Tax Feats for Free Power Attack, Deadly Aim, Combat Expertise
Skills (Armor Check Penalty -1) acrobatics [1] +7, climb [1] +5, Local [1] +4, perception [1] +6
Background Skills artistry [1] +4, nobility [1] +4
Languages common, elven
Traits : Race - Failed Apprentice
Faith - Called
SQ panache, swashbuckler’s finesse, deeds
Favored Class
Combat Gear acid flask (4)
Other Gear masterwork cold iron estoc, composite shortbow (2 Str rating), 20 cold iron arrows, masterwork chain shirt, masterwork backpack, rations (5), canteen, flint and steel, belt pouch containing 26 gp 5 sp


Encumbrance:
19.5/66 lbs for Light capacity


Okay, okay... So I've spent the whole weekend making a character that's specialised in electric damage, only to remember now that demons are immune to electricity...

Excellent! So, reset time :(


Pocket, the Fool wrote:
Did we ever get a recruitment end date?

no.

i will say

recruitment end date will be 2-16. this thursday

unless something comes up between now and then.


Jereru wrote:

Question: do weapons with 19-20 critical threat have anything new, or are they simply stupidly worse just because?

stupidly worse? as in "the weapons that were base 20 are now 19-20 crit ranges, so what would be the point of taking such weapons?"


Chapel Ty'El wrote:

Unless something else is revealed regarding creation, I think I'm pretty much done with this guy. I haven't given any backstory much thought since I figured if we're all Doom Guys there's probably not going to need to be one.

** spoiler omitted **...

im not too too worried abotu encomberance. but if youre carrying a general store on your back, then i will impose.


RIZZENMAGNUS wrote:
Jereru wrote:

Question: do weapons with 19-20 critical threat have anything new, or are they simply stupidly worse just because?

stupidly worse? as in "the weapons that were base 20 are now 19-20 crit ranges, so what would be the point of taking such weapons?"

I mean the ones that had 19-20 range before the house rule.

But that's fine, it doesn't matter... I've got much worse problems right now - three days till deadline and all I've done is worth nothing. That's going to be intense.


Jereru wrote:
RIZZENMAGNUS wrote:
Jereru wrote:

Question: do weapons with 19-20 critical threat have anything new, or are they simply stupidly worse just because?

stupidly worse? as in "the weapons that were base 20 are now 19-20 crit ranges, so what would be the point of taking such weapons?"

I mean the ones that had 19-20 range before the house rule.

But that's fine, it doesn't matter... I've got much worse problems right now - three days till deadline and all I've done is worth nothing. That's going to be intense.

Try a druid who goes for big claws and teeth so you can rip and tear


Robert Henry wrote:
Robert Henry wrote:
what did we decide on firearm rules? Gun's everywhere? modern firearms?

Still.

Are Bloodragers permitted?

Still curious :)


Fair warning about Automatic Bonus Progression:

Please GM, have a quick look at the progression chart and see how bonuses advance through levels. Progression can be tweaked so as to be hasted or slowed at will.

Consider, for example, magic weapons bonuses: you don't get a +1 bonus to weapons until 4th level, and then a +2 comes only at 9th. If you feel this is too much, you could set up a -2 effective level, thus gaining a +1 at level 6 and +2 at level 11. One the other hand, you might think the standard is to slow, and apply a +1, +3 or whatever instead.

These bonuses are conceived as being worth around half of your wealth (that's why it's adviced to cut the rewards in half), so the other half the players can dedicate to useful and funny items that otherwise would be overshadowed by pure numerical bonuses.

Just my view on it so you can chew your ideas.


Having heard neither a yes nor a no on the hobgoblin or the kineticist, I'm nonetheless throwing my hat in the ring.

Character Sheet:
Nokhir
Hobgoblin Geokineticist 1
LE medium male humanoid (goblinoid)
Senses darkvision 60 ft.; Perception +6

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Defense
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AC 19, touch 14, flat-footed 15 (+4 armor, +4 Dex, +1 shield)
hp 14 (1d8+6)
Fort +7, Ref +6, Will +3

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Offense
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Speed: 30 ft.
Melee: mwk cold iron morningstar +5 (1d8+1/19-20)
Ranged: earth blast +4 (1d6+6/19-20)
Special Attacks: kinetic blast
Kineticist Wild Talents Known
Infusions—extended range
Kinetic Blasts—earth blast (1d6+6)
Utility—basic geokinesis

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Statistics
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Str 13, Dex 18, Con 20, Int 10, Wis 14, Cha 10
Base Atk +0; CMB +4; CMD 15

Feats: Light Armor Proficiency, Precise Shot, Simple Weapon Proficiency, EitR Feat Tax: Agile Maneuvers, Combat Expertise, Deadly Aim, Power Attack, Weapon Finesse
Traits: Indomitable Faith (faith, Jerishall), Varisian Wanderer (region, Varisia by way of Oprak
Skills: Acrobatics +8, Intimidate +8, Perception +6, Profession (soldier) +6, Sleight of Hand +8, Stealth +8; -1 ACP; Racial Modifiers +4 Intimidate
Languages: Common, Goblin
SQ: burn (1/round, maximum 8), elemental focus (earth), fearsome, gather power, infusion (extended range), kinetic blast (earth blast), wild talents (basic geokinesis)
Gear: mwk buckler, mwk chain shirt, mwk morningstar, 279 gp (TBD)

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Special Abilities
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Fearsome: Some hobgoblins scorn caution and subtlety for swagger and bluster. Hobgoblins with this racial trait gain a +4 racial bonus on Intimidate checks. This racial trait replaces sneaky.

Elemental Focus (Su): At 1st level, a kineticist chooses one primary element on which to focus. This element determines how she accesses the raw power of the Ethereal Plane, and grants her access to specific wild talents (see below) and additional class skills. She can select aether (telekinesis), air (aerokinesis), earth (geokinesis), fire (pyrokinesis), or water (hydrokinesis). She gains her selected element’s basic utility wild talent (basic telekinesis, basic aerokinesis, basic geokinesis, basic pyrokinesis, or basic hydrokinesis) as a bonus wild talent.

Wild Talents: A kineticist can use wild talents—magical abilities similar to spells but drawn from the kineticist’s innate psychic talent and usable at will. Wild talents are typically spell-like abilities (though some are supernatural abilities), and take a standard action to use unless otherwise noted. A wild talent always has the elemental descriptor or descriptors (aether, air, earth, fire, or water) matching its Element entry. A wild talent that can be used with any of several elements gains the appropriate elemental descriptor when used with an element. For example, the wall wild talent gains the earth descriptor when used by a geokineticist.

Every wild talent has an effective spell level. A kineticist can always select 1st-level wild talents, but she can select a wild talent of a higher level only if her kineticist level is at least double the wild talent’s effective spell level. Kinetic blast and defense wild talents are always considered to have an effective spell level equal to 1/2 the kineticist’s class level (to a maximum effective spell level of 9th at kineticist level 18th).

Unless otherwise noted, the DC for a saving throw against a wild talent is equal to 10 + the wild talent’s effective spell level + the kineticist’s Constitution modifier. The kineticist uses her Constitution modifier on all concentration checks for wild talents.

In addition to the wild talents she gains from her other class features, at 2nd level and every 2 levels thereafter, a kineticist selects a new utility wild talent from the list of options available to her. A kineticist can select only universal wild talents or those that match her element (see Elemental Focus above). At 6th, 10th, and 16th levels, a kineticist can replace one of her utility wild talents with another wild talent of the same level or lower. She can’t replace a wild talent that she used to qualify for another of her wild talents.

Basic Geokinesis
Element earth; Type utility (sp); Level 1; Burn 0
You can move up to 5 pounds per kineticist level of rocks, loose earth, sand, clay, and other similar materials up to 15 feet as a move action. You can search earthen and stone areas from a distance as if using the sift cantrip.

Burn (Ex): At 1st level, a kineticist can overexert herself to channel more power than normal, pushing past the limit of what is safe for her body by accepting burn. Some of her wild talents allow her to accept burn in exchange for a greater effect, while others require her to accept a certain amount of burn to use that talent at all. For each point of burn she accepts, a kineticist takes 1 point of nonlethal damage per character level. This damage can’t be healed by any means other than getting a full night’s rest, which removes all burn and associated nonlethal damage. Nonlethal damage from burn can’t be reduced or redirected, and a kineticist incapable of taking nonlethal damage can’t accept burn. A kineticist can accept only 1 point of burn per round. This limit rises to 2 points of burn at 6th level, and rises by 1 additional point every 3 levels thereafter. A kineticist can’t choose to accept burn if it would put her total number of points of burn higher than 3 + her Constitution modifier (though she can be forced to accept more burn from a source outside her control). A kineticist who has accepted burn never benefits from abilities that allow her to ignore or alter the effects she receives from nonlethal damage.

Kinetic Blast (Sp): At 1st level, a kineticist gains a kinetic blast wild talent of her choice. This kinetic blast must be a simple blast that matches her element. As a standard action, the kineticist can unleash a kinetic blast at a single target up to a range of 30 feet. She must have at least one hand free to aim the blast (or one prehensile appendage, if she doesn’t have hands). All damage from a kinetic blast is treated as magic for the purpose of bypassing damage reduction. Kinetic blasts count as a type of weapon for the purpose of feats such as Weapon Focus. The kineticist is never considered to be wielding or gripping the kinetic blast (regardless of effects from form infusions), and she can’t use Vital Strike feats with kinetic blasts. Even the weakest kinetic blast involves a sizable mass of elemental matter or energy, so kinetic blasts always deal full damage to swarms of any size (though only area blasts deal extra damage to swarms). A readied kinetic blast can be used to counterspell any spell of equal or lower level that shares its descriptor. A kinetic blast that deals energy damage of any type (including force) has the corresponding descriptor.

Earth Blast
Element earth; Type simple blast (sp); Level—; Burn 0
Blast Type physical; Damage bludgeoning, piercing, or slashing
You shape earth into clumps or shards and send them flying at a foe.

Gather Power (Su): If she has both hands free (or all of her prehensile appendages free, for unusual kineticists), a kineticist can gather energy or elemental matter as a move action. Gathering power creates an extremely loud, visible display in a 20-foot radius centered on the kineticist, as the energy or matter swirls around her. Gathering power in this way allows the kineticist to reduce the total burn cost of a blast wild talent she uses in the same round by 1 point. The kineticist can instead gather power for 1 full round in order to reduce the total burn cost of a blast wild talent used on her next turn by 2 points (to a minimum of 0 points). If she does so, she can also gather power as a move action during her next turn to reduce the burn cost by a total of 3 points. If the kineticist takes damage during or after gathering power and before using the kinetic blast that releases it, she must succeed at a concentration check (DC = 10 + damage taken + effective spell level of her kinetic blast) or lose the energy in a wild surge that forces her to accept a number of points of burn equal to the number of points by which her gathered power would have reduced the burn cost. This ability can never reduce the burn cost of a wild talent below 0 points.

Infusion (Su): At 1st level, a kineticist gains an infusion wild talent from the list of options available based on her elemental focus. She gains additional infusions at 3rd, 5th, 9th, 11th, 13th, 17th, and 19th levels. By using infusions along with her kinetic blasts, a kineticist can alter her kinetic blasts to suit her needs. Infusions come in two types, each of which changes a kinetic blast differently: a substance infusion causes an additional effect, while a form infusion causes the kinetic blast to manifest in a different way. Each infusion can alter only certain kinds of kinetic blasts, which are listed in its Associated Blasts entry. Each time the kineticist uses one of her kinetic blast wild talents, she can apply up to one associated form infusion and up to one associated substance infusion. Some infusions change the action required to activate a kinetic blast or entirely transform the kinetic blast’s normal effects. The burn cost listed in each infusion’s Burn entry is added to the burn cost of the kinetic blast the infusion modifies.

The DC for a save against an infusion is based on the associated kinetic blast’s effective spell level, not the level of the infusion. The DCs for form infusions are calculated using the kineticist’s Dexterity modifier instead of her Constitution modifier. When a kineticist modifies a kinetic blast with a form infusion and a substance infusion that both require saving throws, each target first attempts a saving throw against the form infusion. If a target succeeds and a successful save negates the infusion’s effects, the entire kinetic blast is negated; otherwise, the target then attempts a saving throw against the substance infusion. If a kineticist’s form and substance infusions both alter the kinetic blast’s damage, apply the substance infusion’s alteration first.

Extended Range
Element universal; Type form infusion (sp); Level 1; Burn 1
Your kinetic blast can strike any target within 120 feet.

At 5th, 11th, and 17th levels, a kineticist can replace one of her infusions with another infusion of the same effective spell level or lower. She can’t replace an infusion that she used to qualify for another of her wild talents.

Since this will be mostly combat, I assume that a lengthy bio isn't needed, but I can't not give a bit here.

Brief Bio:
Nokhir has excitedly watched the birth of Oprak, the new Avistani nation of, by, and for hobgoblins, at the hands of the Ironfang Legion. He traveled across Varisia to pledge his services to Azaersi and the Legion. Along the way, one of the Varisian travelers introduced him to the worship of a curious deity: the primordial inevitable, Jerishall, one who holds sway over both planes and planets, celestial orbits and portals. On discovering that the Ironfang Legion's successes came through the use of the Onyx Citadel and multiple portals between Golarion and the Plane of Earth, Nokhir recognized that the circumstances of his travel may have been preordained. He has joined the army with the intent, as Jerishall would command, to monitor these portals and ensure that the borders remain fixed. Little does he know that portals are fickle, and he could be dragged to another plane at any moment.

You'll see in my character sheet an example of an interpretation of (part of) the Elephant in the Room feat tax system. I listed Nokhir as having Agile Maneuvers, Combat Expertise, Deadly Aim, Power Attack, Weapon Finesse. However, I crossed out Combat Expertise, Deadly Aim, and Power Attack, as Nokhir does not have a BaB of +1 yet. These are the feats simply granted by the feat tax, i.e., they are combat options for anyone who meets the prerequisites. Any light (or finessable) weapon uses Dex to attack by default, as do combat maneuver checks. Anyone with a BaB of +1 or higher can sacrifice accuracy for either defense or power. Most significantly, the different improved combat maneuver feats have been consolidated into two to three feats: Deft Maneuvers, Powerful Maneuvers, and (in the most recent printing) Unarmed Combatant (Improved Grapple + Improved Unarmed Strike).

Happy to answer any questions about it.

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