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oyzar wrote:

<Asks for discussion to end/be moved elsewhere>

<Continues the discussion>

Wuh?


Trapper:
Empiricist Investigator//Vivisectionist Alchemist
Initiative +4; Perception +14, Darkvision 60ft.
AC 20, FF 16, T 16, CMD 17, FFCMD 13
Hp 55 (5d8+15)
Fort +7, Ref +9, Will +6
Speed 20ft.
Melee
...Claws, Bite & Tailblade +9/+9/+9/+4, 1d4/1d4/1d3/1d3+1
Range
...Light Crossbow (Attuned) +9, 1d6+1 (19-20)
Extracts Prepared(Cl 5)
1st level
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2nd level
...
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Str 11, Dex 18, Con 14, Int 18, Wis 12, Cha 11
BaB +3, CMB +2 or +6 (WFin)
[b]Feats
1 - Weapon Finesse, 1b - Brew Potion, 1b - Throw Anything, 3 - Sharptooth, 5 - Sharpclaw
Traits
Skills Craft(Alchemy) +14, Disable Device +12, Knowledge(Arcana) +12, Knowledge(Local) +12, Knowledge(Nature) +12, Knowledge(the Planes) +12, Knowledge(Religion) +12, Perception +14, Sense Motive +14, Spellcraft +12, Stealth +15, Use Magic Device +14
Languages Common, Dwarven, Goblin, Orc, Undercommon
Gear +1 Amulet of Mighty Fists, Ratfolk Tailblade, Masterwork Chain Shirt
Special Swarming, Tinker, Unnatural, Alchemy +5, Inspiration 6/d, Sneak Attack +3d6, Trapfinding +4, Ceaseless Observation, Infusion, Poison Resistance +2, Poison Use, Torturer's Eye, Cruel Anatomy, Keen Recollection, Rogue Talent(Trap Spotter), Swift Alchemy, Trap Sense +1, Preserve Organs 25%, Studied Combat +2, Studied Strike +1d6, Unfailing Logic +2, Quick Study


I'm very interested, although I'm not quite sure what I'll run.


Magus/Monk also has some action economy problems, unless you can get the GM to make a favorable ruling on spell combat + flurry.

I'm personally leaning towards a ratfolk Empiricist//Vivisectionist.


It's a good question, and not one that has an obvious answer. The 'Righteous' thing to do would be taking him prisoner, but that's probably going to lower your chances of survival by quite a bit. This way, you and by extension the people you're protecting will be more likely to survive, but it's possible that you could have done that anyway, and in that case you just killed someone because it was more convenient for you.

At least in retrospect, which is always faulty. The NPCs thought it was a reasonable sort of thing to do, even if they also think tearing his throat out was maybe a bit... much.

Except Anevia, that is, but she's not in a condition to complain right now.


Aww yis! This looks super awesome! I love dungeons.


GM_TheBobJones wrote:
I'll move this along later today. I don't feel comfortable splitting the party without Vara's OK. Don't read into that, it is just a taboo gaming thing that my parties seem to like to do.

I'm coming along. Although she was looking forward to that drink.


4d6 ⇒ (5, 5, 3, 4) = 17
4d6 ⇒ (4, 2, 6, 5) = 17
4d6 ⇒ (3, 5, 3, 1) = 12
4d6 ⇒ (6, 3, 2, 3) = 14
4d6 ⇒ (5, 3, 4, 6) = 18
4d6 ⇒ (6, 2, 2, 4) = 14

14, 15, 11, 12, 15, 12, which is pretty cool for a martial or skilled.


Heya. Haven't ever read either, but I really like the Andoran/Cheliax dynamic region of Golarion, so I'm interested on that front.


This sounds really cool. I like the idea of the type of storytelling that PFS does, but I don't feel like joining up for various reasons.

This could be cool.


Made an Incanter. She's a life/light/destruction spherecaster, background will follow.


Sorry I haven't been around for a few days, just started at work. The first week has been a little rough, but I'm better now.


Dragonborn3 wrote:
Thoughts for other low level adventures?

Not other, but I've heard very nice things about Dragon's Demand. I would not mind you running that.

Edit: Going for an incanter, I think. Light, Life & Destruction.


Blood Money is good, go with that one. Might even be worth a wizard dip for your cleric, if you're not a sorc or wizard.


True enough. I'm personally in favor of letting people designing their own staves as they please, even with just one or two spells in them considering how expensive they are, even when you cheese them out as hard as you can.


Do note that the staves use your spell slots to recharge. So if you have days of downtime between adventuring days, they're great!

If you have multiple days with fights in a row? Eh, not so much.


I'll toss in a vote for the drow side, if votes are indeed how we determine this.


I might well be interested, depending on the particular rules you use and stuff. The campaign itself sounds really cool.


Fury of the Tempest wrote:

... Yeah. Here's hoping we actually get someone willing to do what they said they'll do.

I tried PvP before, and it failed abysmally. Got kicked out of the arena because they couldn't accept the fact I called them out on their s@%~ (Asked for help, got no help, got curb stomped in a match, got told my build was s*@&)

That doesn't seem like you were unfairly treated - there isn't much point in pvp if you need other people make your build for you.


Also for reference, this is the 'organization' we're basing our thing on.


2d6 + 6 ⇒ (6, 1) + 6 = 13
2d6 + 6 ⇒ (1, 3) + 6 = 10
2d6 + 6 ⇒ (5, 1) + 6 = 12
2d6 + 6 ⇒ (6, 5) + 6 = 17
2d6 + 6 ⇒ (5, 1) + 6 = 12
2d6 + 6 ⇒ (5, 4) + 6 = 15


Dunno if I should. On the other hand, this looks cool

4d6 ⇒ (6, 1, 1, 1) = 9
4d6 ⇒ (2, 2, 5, 3) = 12
4d6 ⇒ (5, 1, 4, 1) = 11
4d6 ⇒ (1, 1, 6, 3) = 11
4d6 ⇒ (3, 4, 2, 5) = 14
4d6 ⇒ (4, 5, 4, 1) = 14
13, 12, 10 10 10 8. That feels like it should allow a reroll.

4d6 ⇒ (1, 5, 6, 3) = 15
4d6 ⇒ (1, 6, 4, 3) = 14
4d6 ⇒ (2, 6, 2, 5) = 15
4d6 ⇒ (4, 2, 5, 1) = 12
4d6 ⇒ (2, 4, 3, 4) = 13
4d6 ⇒ (5, 5, 6, 2) = 18
16, 14, 13, 13, 11, 11. That's workable. Not super stellar, but workable.


The Chess wrote:
I like it! I think, however, we need to bring it up to the GM already. I'm not sure he'll like the whole Solstice Lords thing - he might want to make a change or two, I guess.

I quite agree.


Sundakan wrote:
Crayfish Hora wrote:
He's looking for applications in a trio sorta manner. But I don't think it's really a PbP thread, cuz we aren't playing, just discussing the concept of playing.

That would fit under either "Recruitment" or "Play by Post Discussion" pretty well. =)

I know the game you're talking about, but it's still PbP stuff.

It doesn't fit under recruitment, and it's not a pbp discussion thread. We're not looking for players, and we're not an OOC thread for an active game. Both of those subforums are tightly defined as to their purpose, and this thread fits neither category.

Anyway, this is wildly off-topic. If the mods think it doesn't belong here they can move it. If the rest of you don't think it belongs here please just silently report it and see if the mods agree. It'd be great if we could leave it at that.


I'll take a look at the book. Before looking at anything though, the basic idea I'd like to go with is an Elven Unchained Rogue with the Hidden Blade 3pp archetype, if that's something you think might be okay.


Okay, this has taken an interesting turn. If we go with the Solstice Lords, the campaign would almost have to see us undertaking our duties as a sort of 'balance police'. That could be cool, although I wonder if it applies well to whatever the DM has planned. On the other hand, it might dovetail with it nicely; we could easily be broiled up in something like the Reign of Winter AP (for example) and fit in easily.


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thegreenteagamer wrote:

Max HP for 1st, 1/2+1 for each level after.

I have played neither Bloodborne nor Whimshire!

I was hoping to start with a tone of, say...dark and gritty, hunted while doing some hunting kind of thing, but with maybe some pulp action to keep you from falling asleep. Sort of like Tarrantino's Inglorious Basterds, if it were less Nazi monologue. We'll see how it evolves, depending on the party.

Probably a silly question, but does Max HP at 1st also apply to racial hit dice for people who have them? Those are usually rarely maxed.


I think the big company idea is a pretty nice idea - it's always good to have some responsibility and a social position in the setting, even if it's just being afiliated with a mercenary company.

Maybe we got hired as part of an attempted coup? That could be cool.


While cool, it also strikes me as a little more gimmicky than I like. The whole 'performer' aesthetic is eh. If both of you like it, I'll go along, and it does dovetail well with my rogue set up.


Are we going to be evil, or at least morally grey? I personally think I'd be against running outright evil, but I could be on board with assassinating someone if they were a bad guy.

I was originally leaning towards running a Stalker, but I've also been wanting to run an Eldritch Scoundrel Hidden Blade Unchained Rogue for a while now, and that'd balance the ability scores a bit more, being int-based, as opposed to wis, which you've probably got on lock with that Ranger.


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Hey The Chess & Crayfish Hora, here's a place for us to hatch our evil plans.


Crayfish Hora wrote:
I'll partner up with the merc idea. I did something similar in a home game, but the other three were vikings and I was the mercenary. And, and I'm very excited for Path of War stuff. From what I've played, its a wonderful system that makes my fighter just as cool as the wizard.

I would love being the third partner in that one. And Path of War really is a lovely subsystem.


Cool. I'll just ask one thing, is this a high, low, or midlevel game?


Thanks!


What's the source on Stupendous Strength?


The Chess wrote:
The siblings idea is cool, although it kind of restricts the races a little bit. The romance idea I don't like much. Three siblings or friends with very different personalities would be cool - like Aragorn, Gimli and Legolas, or the trio from War in the North. :)

I like that second idea a lot - especially the version that has us be 'friends forged in fire' as it were.

Personally, I'd like to do something that uses the Veiled Moon discipline, which class I'd use I don't know.


GM_TheBobJones wrote:
Vara. wrote:
Edit: also, figuring that this is pbp, I think I should state my plans for immediate actions; If Vara has an Immediate Action available, and her Body of Delusion is currently readied, she'll use it the first time she takes damage from an attack. Strictly speaking, she has to declare the use of the immediate action after the attack hits, but before the damage is rolled, so this is me declaring that now.

Thanks for posting that. I was going to bring this up but there is no bad time to let me know things like this. I call this SOP - Standard Operating Procedure, and it covers normal things that adventure types would do like look for traps, cast Detect Magic or Resistance.

So Body of Delusion is that from Path of War Expanded? I don't have Expanded. If you could PM me a link or a screen shot I would appreciate it.

Anyone else have a similar condition/ability?

It's on d20pfsrd (all of expanded is by now), of the Sleeping Goddess discipline. Can't link directly to the maneuver, but the whole discipline is here, you'll just have to scroll a little bit.


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Green Smashomancer wrote:
Burnscar wrote:
By the way, I'm planning to do Eldritch Scoundrel Unchained Rogue 4/Ranger, Fighter or Slayer 1 with my Sahuagin lady. Just in case anyone were dying to hear about my supremely interesting plans.

Well, I'm interested. Why Eldritch Scoundrel Rogue for most of your levels, instead of all Magus? Better spell progression, right?

Edit: Also, if anyone wants to hear my super interesting plans, I'm probably going to go for the Healing Patron, since somebody ought to be white mage, at least in part. Other stuff is mostly what my Hexes are for.

I like skills, and wanted to do archery - the spell progression is much the same. There's also a plan in there to do intimidate and ranged sneak attack with shatter defenses.

Witch is good, especially since we probably won't have the gold for spellbooks (which is probably going to be a little bit of a problem, now that I think about it)


By the way, I'm planning to do Eldritch Scoundrel Unchained Rogue 4/Ranger, Fighter or Slayer 1 with my Sahuagin lady. Just in case anyone were dying to hear about my supremely interesting plans.


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Female Neutral Sahaugin, 1 negative level
Initiative +3; Senses Blindsense 30ft., Darkvision 60ft., Perception +6
AC 18, T 13, FF 15, CMD 17, FFCMD 14
Hp 16 (2d10+1)
Fort +2, Ref +4, Will +4
Weaknesses Light Blindness
Speed 30ft., Swim 60ft.
Melee
...2 claws +4, 1d4+3 and bite +4, 1d4+3
...Combat Maneuver Bonus +4
Special Attacks: Blood Frenzy
Str 16, Dex 17, Con 16, Int 18, Wis 14, Cha 10
BAB +2
Feats Point Blank Shot
Traits Bruising Intellect, Magical Lineage(Eldritch Scoundrel Rogue)
Skills Bluff +0(1 rank), Diplomacy +1(2 ranks), Intimidate +8(2 ranks), Perception +6(2 ranks), Stealth +7(2 ranks), Survival +6(2 ranks), Swim +14(1 rank)
Languages Aquan, Common
Gear ???


I'm thinking about creating a sahuagin, although the light blindness is a little scary.


Faelyn wrote:
Any feat you possess like this is always optional. It's like Power Attack, Cleave, etc.

Sauce? I agree that it should be, but I'm not seeing rules supporting it.


Something that would definitely allow this would be to take the Unhindering Shield feat from Armor Master's Handbook.

It doesn't help you get precise strike to your buckler's attacks, but it would let you apply them to the falcata while two-weapon fighting, no question.


Diego Rossi wrote:
Zoomba wrote:

So in the Monster Summoners Handbook (awesome Companion!) there's a new Magic item called the Rod of Giant Summoning:

Monster Summoner Handbook wrote:
The wielder can use the rod up to three times per day to augment her casting of a conjuration (summoning) spell, causing all of her summoned creatures to gain the giant simple template. The lesser rod can be used with spells of 3rd level or lower, the standard rod can be used with spells of 6th level or lower, and the greater rod can be used with spells of 9th level or lower.

I know that Metamagic rods cannot be used with SLAs, only spells. This Rod however, does not apply a metamagic feat, only a template to the spell's effect.

Could a summoner use this rod with their Summon Monster ability? If not, could an Occultist Arcanist through Conjurer's Focus?

"Augment her casting of a conjuration (summoning) spell,"

SLA aren't spells. It don't work whit them.

BTW a summoner can cast regular summoning spells and it will work with them.

That's not a compelling argument; Augment Summoning, Spell Focus and Spell Specialization has similar language, and faq tells us that they work just fine with SLAs.

Augment Summoning wrote:
Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.


Interested in this, the story sounds very compelling.

That said, PC as monster rules are kind of a mess (in the sense that they're unclear), and it's not entirely clear how your negative levels interact with them, or how you 'balance out' the levels. I get the sense that say, a troll character(CR 5), is supposed to start off with a single class level, and then at each level he gains after, he removes one negative level instead of taking further class levels? Is that right?

The next bit is maybe a stupid question, since it's in the Monsters as PCs rules and we're told to use those, but do we use the 'It is recommended that for every 3 levels gained by the group, the monster character should gain an extra level' bit?

So for example a bugbear would start with 2 negative levels and a class level, spend level 2 & 3 removing class levels, then gain class levels at level 4 & 5, and a bonus class level midway between 5th and 6th level? The end result would then be a Bugbear CR 2/Class Level 5, effectively a 6th level character.

Edit: Is there a missprint in the Gargoyle entry? All the other monster races carry negative levels equal to their CR, while the Gargoyle only has half its CR in negative levels. I suppose it might make sense in the sense that much of its CR is derived from the very high damage reduction, and if magic weaponry is super common, it might effectively be lower-CR than it says on the tin.


Here we go. It's far too late for me to be up really, so I'll cut it here.

Character Sheet:
Vara
N Female Half-giant Pathwalker Psychic Warrior 1
Init +0, Senses Low-light Vision, Perception +7
AC 17, T 10, FF 17, CMD 14, FFCMD 14
Hp 16 (1d8HD)
Fort +4, Ref +0, Will +3 (+2 vs fire effects)
Speed 20ft. (30ft. unarmored)
Melee
...Greataxe +4, 3d6+6 (*3)
...CMD +4
...Dagger +4 1d6+4 (19-20)
Ranged
...Chakram +0, 2d6+4
...Dagger +0, 1d6+4 (19-20)
Maneuvers (IL 1)
...1 - Body of Delusion (Readied)
...1 - Scything Strike (Readied)
...1 - Panthera on the Hunt (Readied)
Stances (IL 1)
...1 - Battle Mantra (Active)
Psychic Warrior Powers (ML 1, 7/7pp)
...1 - Offensive Precognition
...1 - Vigor
Psi-like Abilities (ML 1)
...Stomp 1/d (DC 10)
Str 18, Dex 10, Con 14, Int 10, Wis 16, Cha 8
BAB +0
Feats Psionic Talent, Psionic Body, Psionic Weapon
Traits Impressive Physique, Signature Moves(Scizore)
Skills Autohypnosis +7(1 rank), Intimidate +5(1 rank), Perception +7(1 rank), Sense Motive +7(1 rank), Survival +7
ACP -7
Languages Common
Special FCB(+1pp), Giant Blood, Powerful Build, Psionic Aptitude, Warrior's Path(Scarlet Throne Path)
Gear Large Greataxe, Large Masterwork Scizore(wrapped in cloth and hidden at the bottom of a chest in one of the wagons), 5 Large Chakram, Dagger, Splintmail, Explorer's Outfit, 44gp.

Background:
Vara hails from the Jettur clans that traverse the shifting sands, but she holds little regard or indeed thought for her ancestry - Her parents split from the clan while she was young, and she grew up in the big city. The only thing she retains is their psionic traditions, which are partially hereditary anyway - her mother did teach her meditation and some traditional mental excersises, but that was as far as it went. The young Vara was much more interested in the practical use of her psionics than the philosophy and ritual surrounding them.

That's how she got into pitfighting. She joined up to get an actual test of her strength, in search of a way to make money and to just maybe get a shot at real fame. It went fairly well, all things considered. She fought well, and over the course of a few years became fairly famous under the moniker 'Adamant'. She also fell in love with a fellow gladiator, a charming dwarf of all things, and together they hatched a scheme to get rich, fixing matches.

They were found out, naturally, and management wasn't happy - Alwin, her dwarven lover was quickly arrested, and she was in hot water, to put it mildly. So she cut her hair, skipped town, and hired onto the first and best caravan looking for muscle. The further from her home it was headed the better, and this caravan was ranging far and wide indeed.

In her effort to ditch her image, she's eschewed the impractical oversized scizore of her training in favor of a similarly oversized, but more practical axe and forgone her reinforced costume in favor of traditional armor. She's changed her gear, but she can't seem to shake the fighting style entirely. She'll forget herself from time to time, and allow her enemy to score hits on her just to show off.

She figures she's level-headed and, with just a few notable exceptions, a good judge of character.


Well, it seems I've made the mistake of giving up too early - I had gotten it into my head that the deadline was midnight of yesterday, so I sort of gave up on getting done in time.

I think I have five hours, if I'm doing the time conversion right. I should be able to get done in five hours, so that is major good news.


Aedron Ekstrom wrote:
Oops, yeah, forgot about reducing his speed after I added that one, sorry. :(

Fighters have max hp, and PC classed NPCs have Favored Class Bonuses.

So 10(Fighter 1), 3 con, 3 Toughness, 1 Favored Class Bonus.

10+3+3+1=17, so it's cool.


To be fair, he's in a pretty creepy situation.


I'd love to try Curse of the Crimson Throne, personally.

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