Cadrilkasta

Alecak's page

** Pathfinder Society GM. 122 posts (217 including aliases). No reviews. No lists. No wishlists. 33 Organized Play characters. 4 aliases.


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Lantern Lodge

You would have 2 pools, one of Negative Energy and one of Positive Energy used only to hurt undead. You could still use the Channel Smite you get for free to deal Negative energy to the living, but my original intent was to max the Damage vs Undead.

and feats like Extra channeling would have to be chosen which pool it goes to at the start of the day.

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https://www.d20pfsrd.com/feats/general-feats/subtle-enchantments/

is the only way I have found that lets a target not know you cast a spell on them. but its limited to enchantment spells and is 50%

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It's does say they stack for harming undead.

Channel Energy (Su): At 1st level, a death slayer gains the power to harm undead with positive energy. This ability functions as a cleric’s ability to channel positive energy to deal damage to undead (but not to heal living creatures), and it counts as channel energy for the purposes of qualifying for feats or determining effects that rely on channel energy. A death slayer uses her class level as her effective cleric level when channeling energy. She can channel energy a number of times per day equal to 3 + her Charisma modifier. She deals 1d6 points of damage at 1st level and an additional 1d6 points of damage every 2 levels thereafter. Death slayer levels stack with levels in any class that grants channel energy (if any) for the purpose of determining the number of damage dice her channel energy ability deals to undead, but this channel energy can never do anything other than harm undead. An undead creature that takes damage from this channeled energy can attempt a Will save to halve the damage; the DC of this save is equal to 10 + the death slayer’s class level + her Charisma modifier. The death slayer must be able to present either her holy symbol or a sawtooth sabre to use this ability.

So it is 2 pools of channel energy one that stacks with cleric levels for harming undead only?

Or

One pool of channeling, that changed the damage dice based on healing or hurting undead.

Lantern Lodge

I'm looking into making a Death Slayer, and while talking my friends and I are getting confused with the channel energy.

1. Now if I have channel positive energy from 5 lvls of cleric, do they stack with the channel energy from the PrC? So 5 cleric/10 death slayer, do I get 8d6 when channeling to hurt undead, but only 3d6 to heal the living, from the same 3+wisdom pool?

Or

2.Do I get 2 separate pools of channel energy? One that can heal or damage for 3d6 (cleric) and one that can only be used to harm undead for 5d6 (death slayer)?

I have looked at what the forums say for versitile channeling and channels from different sources. But death slayer is the only time I've seen the channel be limited, outside of the wizards Turn Undead necromancy school.

Thanks for your help,

Lantern Lodge

The TV show Forged in Fire, Lets people attempt to craft serviceable weapons in 2 hours. and those typically look like s+~%. then the final 2 are given a few days to a week to complete a weapon. I believe it would take at least 8hours to make a normal weapon.

would love to learn this skill but sadly i need a job that earns a living lol. one day, ill learn it, one day.

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Sadness well good luck and safe travels

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I see Cho was chosen but for what game?

Lantern Lodge

Brian Longarm wrote:
Fraga wrote:

** spoiler omitted **

I do need a good name for it still.

The difference between earthbreaker (2d6) or dire maul (2d8).

How about Impetitus, or a derivative of that? Impetitus is the Latin and original word for Impetus, which means a moving force; impulse, an attack.

My thinking is that it is a large force of metal that, when swung, is not easily slowed.
1650-60; < Latin: an attack, literally, a rushing into, perhaps by haplology from *impetitus (though the expected form would be *impetītus; see appetite ), equivalent to impetī-, variant stem of impetere to attack ( im- im-1+ petere to make for, assault) + -tus suffix of v. action

Edit: may I ask, why Horicalcum metal? It is literally the most expensive metal in the galaxy, akin to Adamantine 10.0, and is associated with illusions and slowing down time?

Why not make it out of stone (obviously less powerful, but very thematic)? Just my 2cp :)

I like that name. And the reason behind horicalcum is that's it's not common, and since we didn't have it before being pulled, the metal would have intrigued Fraga. It also grants a bonus to hit. While being able to flurry with my fists gives me a different option if I use the weapon.

Lantern Lodge

So should I keep an eye out on this forum or wait for a pm if someone drops?

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the wait is killer...

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also +4 to all saves is Really powerful and not sure how you get that.

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I figured our weapons would grow but I just said what its based off of. and thought maybe the GM wanted to make something so it would be balanced but if we are making the weapons. I need to reconsider somethings. Once we start dealing with flying creatures my weapon will be useless being Earth based...

Figured the idea would grow as we play though.

Lantern Lodge

Do we get 6 Background skills? or just 2 since we are only lvl 1? herolab wants to give you 6 it seems. do we get background skills at all?

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Grumn BigToe wrote:
Here is Conch's official submission. I think everything is in order with the change to the backstory you asked for.

If your using Large weapon does a size bigger in damage so 3d6 not 2d6.

full plate costs 1500g more then 1000g given and you have 5 background skill points...

Lantern Lodge

Complete. If a travelers Anytool is not allowed I'll readjust and buy more tools

Lantern Lodge

http://www.myth-weavers.com/sheet.html#id=1085729

This is my Marat Brawler/Aegis(Aberrant)

still need to buy stuff but background and weapon idea is in previous post.

(the temp stats are the Aegis body transform thing instead of armor.)

Lantern Lodge

background:

As a young Marat, Fraga has yet to bond to his totem yet. Fraga is a rather large humanlooking individual who is looking for what life will give him. As all young marat Fraga wears a smock but once he is bonded and becomes a man all he wears is a loincloth. The belt around his waist carries what little he has to trade. While the sack hanging over his back is full of provisions for a journey. A journey he is not yet ready for.

While journeying to another clan to see if a bond might occur he gets a vision of a large clublike weapon he has never seen before. He wanders after the vision and stumiles into an unknown land. And the only thing he recognizes is this weapon he was chasing.

weapon:

+1 earthbreaker(or dire maul, if you let it) made of a hardened unworked ore. Once per day you can strike the ground and cause a ripple thru it and trips everyone is a 30ft cone in front of the wielder using the attack roll +5. When the weapon criticals, the target is knocked back 10ft and falls prone if able.

Lantern Lodge

GM DeathbySuburbs wrote:
As for companion, can it be something small that can be carried?

usually they fight along side the warrior. But I would be willing to treat it as a mount/ camp guardian if your worried about clutter.

Was thinking of going aegis if that's OK. Go with the skin armor and just let it be more or less more of my natural skin.

What type of things areally you looking at for weapon? Thinking of some sort of large mace or earthbreaker that knocks people back or prone. Does a smash on the ground and makes the earth ripple and trip people. Like the 30ft cone spell. Still need to work on it.

Lantern Lodge

Could get rid of Skilled. if your familiar with the books the race can see well at night, so darkvision is kinda key.

will build a character with this.

Lantern Lodge

What i have so far

3 Montrous Humanoid
^Darkvision
0 Meduim
0 Normal Speed
2 Flexible +2 Str, +2 Con
0 Standard languages
4 Defense Training, Greater +2 dodge
2 Natural Armor
1 Improved Natural Armor +2 Nat Armor
4 Skilled
3 Fleet Footed +2 Init and Run Feat
19 points

Race Doesn't wear Armor
Not affected by Weather temperatures
Does not tell an untruth. thinking of a something like below but with bluff

Emotionless: Androids have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks (-1 RP)

And the race doesn't do magic

good point on the monk and wasn't aware of a feat chain for an AC.

Lantern Lodge

But every class with an AC casts spells and they don't do magic. (except you know who) guess i could go Skirmisher ranger.

and they don't wear armor...would be nice to get bone RP to go towards Natural armor because they don't wear it

Lantern Lodge

I'm trying to make a Marat race from the Codex Alera series. but a few things would need your input.

For Example every Marat in the books has a totem animal. so every Marat would have an Animal Companion? how many Race points would that be? Also they don't wear armor and aren't effected by the climate. So instead of wearing armor could i have them add another stat to AC along with Dex. (like 5th ED barbarians add Con mod to AC) Maybe they add the highest Mental stat Mod to AC. they also cant cast spells so would be a very physical race. What race points would that cost/refund?

As for the Weapon it would depend on the totem animal. but i really like a heavy Maul maybe with the ability to knock people prone or able to destroy walls easier.

Sorry lots to think about.

Lantern Lodge

when does recruitment stop?

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Is the Dragonlance group looking for more? I would be very interested to play that again.

Lantern Lodge

Zayne Iwatani wrote:

Motivation just skyrocketed. Hesitant is not a ban. Have you ever read the Codex Alera? I want to introduce the Canim to your world. They are essentially werewolves but naturally. Is not a curse or disease. They are just wolf men. Psychic Warrior/Slayer I think. Will be a kind of middle ground between intellectual brute and violent warrior.

15 RP points?

What the Marat are way cooler then the Canin. But do love those books. Canin stand a minimum of 7ft so might make then large or give them something to like reach. they only used claws when possessed but did use a bite attack on occasion(if memory serves, reading thru the books a 3rd time atm)

Lantern Lodge

Alecak – Cho, Android Bolt Ace
Hi, I have only briefly gone over your stat-block but all looks fine… you’ll need to give me something about your character’s personality / background so that I can think about how to weave you into the game… it is also worth noting that one of the groups already has an Android player so Cho would more likely be put into the ‘Goblins’ game…

I was going for a Cad Bane(from star wars)like character. Robotic Western type has worked as a bounty hunter but he is looking for something else. Doesn't understand people but gets the job done. Not really good but not evil. He tends to decide on which contracts by what the crime/reason behind it was and he doesn't bother with bring back prisoners(is going to question memebers of party if we need to bring anyone back alive). I have a little bit of background on the last page of the character sheet and will update there with more.

Thanks for your consideration.

Not sure if your aware but android bodies are "reused" once the host soul leaves it so i was going for a very rustic look to him. maybe his cloak is tattered.

Lantern Lodge

Do you know if natural spell can be taken by shapeshifters or do you have to be a druid?

Lantern Lodge

recruitment still active? and what would the build rules be?

Lantern Lodge

Any ruling on this yet? It's been 2.5 years

I'm looking to see if natural spell with work with fox shape myself. And the only thing I see stamping it is the requirement of wild shape...

Lantern Lodge

Tyvm

Lantern Lodge

http://www.myth-weavers.com/sheet.html#id=1078455

Hope the link works. This is my submission for an android Bolt Ace. Robotic like person with an old fashion style weapon. Will have fluff and backstory ready soon.

Lantern Lodge

Thank you very much sir!

Lantern Lodge

Didn't realize we rolled for health as well so I'll update sheet with this (took average)
hp: 2d10 ⇒ (6, 1) = 7
Reroll 1 hp: 1d10 ⇒ 3

http://www.myth-weavers.com/sheet.html#id=1078455

Not sure why the link is doing this...

Lantern Lodge

http://www.myth-weavers.com/sheet.html#id=1078455

Backstory and fluff to come. Are all deities available? need a way to tie in why hes roaming around instead of staying at home.

Lantern Lodge

Dotting with my stat rolls

rolls:

2d6+6: 2d6 + 6 ⇒ (4, 6) + 6 = 16
2d6+6: 2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6+6: 2d6 + 6 ⇒ (2, 2) + 6 = 10
2d6+6: 2d6 + 6 ⇒ (1, 3) + 6 = 10
2d6+6: 2d6 + 6 ⇒ (2, 4) + 6 = 12
2d6+6: 2d6 + 6 ⇒ (5, 4) + 6 = 15

workable. BTW when does recruitment end?
And ABP is normal or 2higher for no magic?

Lantern Lodge

ah 3.5 flaws its been a while...

Lantern Lodge

Teiidae wrote:
Griffyth. Here is the crunch for my character, I will work on the fluff tomorrow.

FYI you don't get Feats for taking Drawbacks you get 1 TRAIT for 1 drawback. any more drawbacks after 1 don't benefit you in anyway.

Unless i missed the GM homeruling this.

Lantern Lodge

i don't look at 3rd party stuff myself and not of it seems a bit much to me but like Harbaestus its a preference.

Lantern Lodge

Dotting have some ideas got pick one

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1 more day to go for submissions

Lantern Lodge

Jesse Heinig wrote:
Alecak wrote:
I would be interested in playing a Technic League member

** spoiler omitted **

Also, I was in an IG AP group that folded before finishing the first book. I'd like to get back into the saddle in Torch.

Im aware, but its sad you cant play them.

Lantern Lodge

I would be interested in playing a Technic League member

Lantern Lodge

4d6: 4d6 ⇒ (5, 2, 3, 1) = 11 =10
4d6: 4d6 ⇒ (3, 5, 3, 6) = 17 =14
4d6: 4d6 ⇒ (3, 1, 5, 1) = 10 =9
4d6: 4d6 ⇒ (1, 6, 3, 1) = 11 =10
4d6: 4d6 ⇒ (3, 5, 1, 5) = 14 =13
4d6: 4d6 ⇒ (3, 5, 1, 1) = 10 =9

hmm possibilities arise...

Lantern Lodge

stat rolls:
4d6: 4d6 ⇒ (4, 1, 1, 6) = 12
Reroll 2d6: 2d6 ⇒ (3, 5) = 8 =15
4d6: 4d6 ⇒ (2, 5, 4, 5) = 16
reroll 1d6: 1d6 ⇒ 1
reroll again 1d6: 1d6 ⇒ 2
3rd times 1d6: 1d6 ⇒ 6 =16
4d6: 4d6 ⇒ (3, 4, 4, 5) = 16 =13
4d6: 4d6 ⇒ (5, 1, 4, 4) = 14
reroll 1d6: 1d6 ⇒ 5 =14
4d6: 4d6 ⇒ (1, 6, 2, 5) = 14
reroll 2d6: 2d6 ⇒ (2, 6) = 8
reroll again 1d6: 1d6 ⇒ 3 =17
4d6: 4d6 ⇒ (3, 1, 5, 5) = 14
reroll 1d6: 1d6 ⇒ 6 =16

15,16,13,14,17,16
Sarenrae follower Cleric

hp roll 2nd Hp: 1d8 ⇒ 7

8+7+(con modx2)

Lantern Lodge

4 days till the choice. Looking forwards to the results.

Lantern Lodge

Melkiador wrote:
CBDunkerson wrote:
Melkiador wrote:
Which means they also can't currently benefit from Skald's Vigor.
Skald's Vigor works with ANY raging song. Weapon Song is a raging song. Ergo, it works with Skald's Vigor.
It "activates", but being that the Weapon Song is granting you a +0 strength, it doesn't actually do anything. But that was a confusing example. I was more trying to point out that Weapon Song doesn't count as Inspired Rage for any other reason.

If the Skald has a 10 STR then you would be correct. Skalds Vigor dos not just give Fast healing = to the rage bonus to STR, it gives Fast healing for the STR mod the skald currently has.

Str 16 inspire rage gives +2 so STR 18 would give the Skald 4 fast healing

Lantern Lodge

Harbaestus wrote:
If anyone wants to be part of the party that redeemed my character and the GM wants to link backgrounds to make party formation easier... :)

Would be cool to link backgrounds and since im a follower of Iomedae i could be party to your turning. But I just question why you would still worship an NE deity if you renounced your ways...

Lantern Lodge

There are builds where a rogue is garenteed SA every round. Almost all the caster classes are overpowered.

5th edition was not completed as they leave alot of rules unanswered or homebrewed. In tyranny of dragons there are places that say the party gets surprised. Yet you can get a feat that says you can't be surprised. Traps in hallways with no DC to find or disable. 5th was not finished when it was released.

Lantern Lodge

Are you looking for power builds or just fun fluff?

Lantern Lodge

Thanks for the clarification. I hope to have my background all ready soon.

Full Name

Mai Lin

Race

Human

Classes/Levels

Monk 1 {Init +1, Per +8; hp 9/13}

Gender

Female

Size

Medium

Age

24

Alignment

LN

Strength 14
Dexterity 13
Constitution 12
Intelligence 10
Wisdom 18
Charisma 10

About Mai Lin

Mai Lin
F LN Human (Tian) Monk 1, Level 1, Init +1, HP 13/13, Speed 30
AC 15, Touch 15, Flat-footed 14, CMD 17
Fort +3, Ref +3, Will +6,
Base Attack Bonus 0 Melee +2 Ranged +1 CMB +2
Unarmed strike +2 (1d6+3, x2)
Flurry of blows +1/+1 (1d6+3, x2)
Temple sword +2 (1d8+2, 19-20/x2)
Abilities Str 14, Dex 13, Con 12, Int 10, Wis 18, Cha 10
Condition None
Skills: Acrobatics +5, Climb +2, Escape Artist +5, Perception +8, Sense Motive +8, Stealth +5, Swim +2.
Equipment: On person: Temple sword, Shuriken x5, Caltrops, belt pouch (containing shuriken, potion, caltrops), Monk's outfit, potion cure light wounds, prayer beads/garotte, kukri, 15 gp, 8 sp, 8 cp.
In room: Backpack, nunchaku, bedroll, 10 pcs chalk, fishhook, flint and steel, ink, hooded lantern, 5 pts oil, 5 sheets paper, signal whistle, waterskin, whetstone, trail rations (5 days), rice bowl, silk rope 50'.

Description: Lin Mai (Mai Lin)is tall and gangly for a Tian woman but quite small compared to the people of Avistan. She wears the yellow robes, sandals, and prayer beads of an itinerant monk, though her head is not shaved as is the custom of many monks, even females.