Goblyn

Cam James's page

254 posts (592 including aliases). No reviews. No lists. No wishlists. 17 aliases.


About Cam James

A not so quick question about my Casting tradition. I am trying to make it somewhat Wizardy and "excessive." The idea is that he is a wizard who relies on his magic excessively to do everything for him, and so it is either a large pool of magic or it is a deep pool.
So the standard Wizard tradition is Verbal Casting, Somatic Casting (2), Material Casting, and Prepared Caster. I am going to add in Focus Casting (wand, but not just any wand, a specific one) and Magical Signs, giving me 6 drawbacks. Then the two ideas I had was to either go;
+1, +1 bonus SP per 1.5 levels
Easy Focus
---or---
+1, +1 bonus SP per 3 levels
Deathful Magic
Empowered Abilities

The first one is him having a wide pool with many spell points to spend on anything that strikes his fancy and he can constantly have his magic doing something almost all the time. and with the second one he gets rewarded for using his abilities excessively and getting deeper into trouble.
Basically, if he has one foot in the grave and is down to his last SP, you can bet that last spell is going to be a doozy! :p Realistically he might get a +1 boost after half a days adventuring or if he takes a few good hits in combat (normally people heal between combats, especially squishy people), but if bad things do start stacking up then he gets stronger for it.
But if you are worried about the CL stacking I can go for the first one :)

Quick Summary
Here is a quick rundown of what I anticipate this character to be able to do (note that he has more talents and feats and such then he is supposed to and that it will be "trimmed" later) to give you a flavor of the mechanics for him.
You know those characters in animes and such that set up a zone around them and anyone that enters that zone is in "their territory" and then screwed? That is what this guy hopes to become/create. A small zone (about 30ft or so) around him in which he has mastery (but he wont extend much beyond that).
Within this zone he can do a few things. He can use Telekinesis idly on anything around him (creating supper, crafting, disabling traps) and has a pretty strong skillset base (about 10-12 on appraise, craft, DD, linguistics, spellcraft, UMD. And +8 to lots of K skills) that, if nothing else can be used to aid another. And can often be used at range.
Combat wise he has a pretty large array of options that he can use, but he doesnt do very much direct damage, and he also cannot yet lift most people (small size limitation). He is also generally limited to only doing 1 thing a round (curse you Action Economy, curse you!) :P
But some of the things that includes are; loads of Combat Maneuvers, >:) grappling or repositioning, or movement debuffers, or ranged damage or even flanking at a distance. He also has some Warp abilities that can create interesting advantages.
OoC he has some movement aids that could help the party move around, deal with traps, repair or work on weapons.

Incomplete Crunch:

Human Incanter/Archaeologist Sphere-Barf 3
HP: 27/27
Skills: 10+2/lvl
Str 10, Dex 13, Con 12, Int 18, Wis 14, Cha 14
Base Atk +2 CMB +3 Tele-CMB +5 CMD +13
Fort: 2, Ref: 4, Will: 5

CL: 3
Spell Pool: (10/10) (3 lvls, 4 Int, 3 Traditions)
Spell DC: 16 (TeleSphere), 15 (Warp)
Telekinesis Sphere
Warp Sphere

Combat:
He will have an approximate combat strength of:
Melee: +7 (1d4+2/x2)
Ranged: +7 (1d4+2/x2)
Mods: +2/+0 BAB, +4/+0 Int, +2/+0 Dex, -1/+2 Deadly Aim/PA,
Or he can just grab someone and whip them around >:D

Feats: 3: lvl, 1 human, 2 Incanter
Augur of Combat, Dilettante, Extradimensional Assembly, Improved Reposition, Skill Focus, Skillful Force, Tactical Reposition,
Potental: Cantrips, Disruptive Spell, Telekinetic Exoskeletoon
Bonus: Combat Expertise, Deadly Aim, Improved Unarmed Strike, Weapon Finesse
Traits: Bred for War, Brusing Intellect, Nimble Fingers, Keen Mind, Magical Klutz
Talents: 2 bonus, 5 Incanter, 3 Bard
TeleSphere (9/6)

Powerful Telekinesis
Whirlwind Assembly
Forceful Telekinesis
Finesse
Flair
Telekinetic Tools
Telekinetic Maneuver (bull rush, pull, reposition, trip, dirty maneuver, or grapple)
Acceleration
Dancing weapon

Warp Sphere (2/2)
Extradimentional Storage
Ranged Teleport
Teleport Beacon
Teleport Object

Skills: 10+2/lvl
Appraise +10 (1 Rank, +3 CS, +2 Mwk Tools, +4 Int)
Craft: Clockwork +12 (3 Ranks, +3 CS, +2 Mwk Tools, +4 Int)
Craft: Weapons +12 (3 Ranks, +3 CS, +2 Mwk Tools, +4 Int)
DD +13 (3 Ranks, +3 CS, +1 Trait, +2 Mwk Tools, +4 Int)
Fly +7 (3 Ranks, +3 CS, +1 Dex)
Intimidate +10 (3 Ranks, +3 CS, +4 Int)
K: Arcana +8 (1 Rank, +3 CS, +2 Dilettante, +4 Int)
K: Engineering +8 (1 Rank, +3 CS, +2 Dilettante, +4 Int)
K: Geo +8 (1 Rank, +3 CS, +2 Dilettante, +4 Int)
K: Hist +8 (1 Rank, +3 CS, +2 Dilettante, +4 Int)
K: Local +8 (1 Rank, +3 CS, +2 Dilettante, +4 Int)
K: Nobility +8 (1 Rank, +3 CS, +2 Dilettante, +4 Int)
K: Planes +8 (1 Rank, +3 CS, +2 Dilettante, +4 Int)
Linguistics +10 (3 Ranks, +3 CS, +4 Int)
Prof: Clockmaker +10 (1 Rank, +3 CS, +2 Mwk Tools, +4 Int)
Slight of Hand +7 (3 Ranks, +3 CS, +1 Dex)
Spellcraft +10(+12) (3 Ranks, +3 CS, +2 Mwk Tools, +4 Int)
UMD +12 (3 Ranks, +3 CS, +2 Mwk Tools, +4 Int)

Hmmm.. After getting that (for the most part) figured out, I realize that I have a few questions that I need to ask you about :/
first off, traits.
Archaeologist grants a luck bonus instead of bardic preformances. Then I found the Fates Favored trait which improves any luck bonuses you gain by 1. It seems incredibly cheesy to effectively double a main class feature with just a trait. I assume I cant take this cuz cheese?
The other one is the Bred for War Trait, which is the only trait that Increases your CMB. I am wondering if I can use this and reflavor it a bit, I can still be big, just not militarily.

The Cantrips feat. Do we all get this for "free" or do I spend a feat for it?
The Telekinetic Exoskeleton feat is also intresting, but seems to be extremely powerful. It grants you(me) 4 temp hps that I can refresh indefinitely, greatly increasing defenses :p Also overpowered?
Next up I just want to confirm what happens when I take 2 casting classes with different attributes.
The Incanter has: CL 3, Int+Lvl SP, and 5 Talents.
The Bard has : CL 2, Cha +Lvl Sp, and 2 Talents.
I also gain 2 bonus talents (but not 2+2)

As best that I can tell, I combine everything and use the better stat, so I would get CL 3, Int+Lvl Sp and 9 total Talents (5+2+2).
Is this how you want to do it? I can easily keep them separate where the Incanter side can only use the TeleSphere with Int based Casting, CL 3, and Int+Lvl SP and 5 Talents, and the Bard side can only use the Warp Sphere with Cha based Casting, CL 2, and Cha+Lvl SP and 2 Talents. (effectively 2 distinct sides and pools).
What do you think?

Alright, here is some basic bullet point crunch for 2 of the characters so I can get a feel for them.

Gale:

A Halfling Titan Fighter
Str 16, Dex 11, Con 16, Int 10, Wis 11, Cha 12
AC 14, Touch 11, Flat Footed 14 (+0 dex, +1 Size, +3 armor, -2 Cleave)
hp 26/26 ([dice=hp]1d10+10+6[/dice])
Fort +6 Ref +0 Will +0
Melee Glave +3 (1d10+7/x3)
Ranged
Modifiers +2/+0 BAB, +3/+4 Str, +1/+0 Size, -2/-0 Oversized Weapon, -2/-0 Massive Weapons, +1/+0 Mwk, +1/+0 Weapon Focus, -1/+3 PA
Feats Cleave, Power Attack, probably Weapon Focus
Traits +3, +1 Draw (I dunno)
Racial Traits Adaptable Luck, Fleet of Foot
Skills 3x/lvl
Suvrival +5
Sense Motive +5
Perception +5
Gear
Mwk Glave, Mwk Light Armor
Well those are the basic idea for the stats, he is a Halfling who swings around a "big peoples" sized Glave in a whirlwind fashion with large, sweeping strokes.
Except its easier said then done :( the negative to-hit modifiers he gets will make his attacks difficult to land (About -5 and -2 Str, giving him a +3 to hit mod) and he doesnt get that great of damage despite all the focus, tho it will improve significantly as he levels.
However, with only having 2 stats with a positive modifier, diversifying him might also be difficult :S
Well thats his start ^_^

[Spoiler=Gnome Tinkerer]
Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10
AC 11, Touch 11, Flat Footed 10 (+1 dex, +0 armor)
hp 12/12 (1d8+3)
Fort +1 Ref +2 Will +4
Melee Glave +1 (1d8+4/x3)
Ranged Bludgeon +4 (1d*/x2) 10ft range
Modifiers +2/+0 BAB, +3/+4 Str, -2/-0 Oversized Weapon, -4/-0 Massive Weapons, +1/+0 Mwk, +1/+0 Weapon Focus, -2/-0 Cleave
Feats Sphere Focus (Telekinesis), +2
Traits +4, +1 Draw
Racial Traits Bonus Feat, Skilled

Gramps "Grump"
Grump Human Incanter 1
CN Medium Humanoid (Human) Initiative +1 Senses, Perception +6
--------------------
Defenses
--------------------

AC 11, Touch 11, Flat Footed 10 (+1 dex, +0 armor)
hp 12/12 (1d8+3)
Fort +1 Ref +2 Will +4
Special Defenses
--------------------
Offenses
--------------------
Speed 30ft
Melee
Ranged Bludgeon +4 (1d*/x2) 10ft range
Modifiers +0/+0 BAB, +4/+0 Int
Bludgeon Damage Via Size:
Fine: 1
Diminutive: 1d2
Tiny: 1d3
Small: 1d4
Medium: 1d6

----------------------
Spheres
Spell Pool: 6/6
(Name: Action, SP cost, Duration if SP spent, DC)
----------------------
Telekinesis
----------------------
Lift: Standard, 0SP, 1min/lvl, DC 10 Will negates
Hostile Lift: Standard, 1SP, 1min/lvl, DC 10 Will each round negates
Bludgeon: Standard, 0SP, N/A, To Hit of +4
Catch: Readied Action, 0SP, N/A, DC 10 Will negates

----------------------
Warp
----------------------
Sphere DCs 14+ spell level
Concentration: +5
----------------------
Current Magical Effects
----------------------

----------------------
Statistics
----------------------
Str 9, Dex 12, Con 16, Int 18, Wis 14, Cha 10
BAB +0 CMB -1 CMD +11

Feats Sphere Focus (Telekinesis), +2
Traits +4, +1 Draw
Racial Traits Bonus Feat, Skilled

Skills 7x level (+2 Background)
Craft: Woodcarving +4 (1 Rank, +3 CS, +0 Int)
Handle Animal +7 (1 Rank, +3 CS, +2 Outrider, +1 Cha) (+11 with Stumpy)
K: Nature +4 (1 Rank, +3 CS, +0 Int)
Perception +9 (1 Rank, +3 CS, +2 Keen Senses, +3 Wis)
Prof: Shepard +7 (1 Rank, +3 CS, +3 Wis)
Ride +9 (1 Rank, +3 CS, +2 Outrider, +3 Dex)
Slight of Hand +8 (1 Rank, +3 Dex, +1 Trait, +3 Dex) (+12 to hide daggers)
Survival +7 (1 Rank, +3 CS, +3 Wis)
+2

Languages Common, +5
Other Gear
Leather padding underneath longsleeved sackcloth robes as well as a stash of tobacco (4lbs) and a potion of CLW for emergencies
130gp

----------------------
TRACKED RESOURCES
----------------------
SP (6/6)
HP (1/1)
[/b] (1)
----------------------
[b]Special Abilities

----------------------
FCB +1/6 Spell Pool.
Skilled +1 skill point per level.
Sphere Focus increase the DC of the Telekinesis Sphere by 1.

----------------------
Encumbrance lb
Light 19.5lb, Medium 39.75lb, Heavy 60lb
---------------------
EXP: 175

Background:*

Personality:
Joseph is a spry old man. Well into his forties (thats old for pesants who have to live in a world alongsde Dragons and Orcs and Magical Maniacs) and a bit eccentric as of his late years.
After hours and hours of practice and intense concentration over the last few years his face has taken on an almost peremenant scowl. It also doesnt help that he now reverts to this scowl when confronted with just about anything outside the norm (or inside, for that matter). But just because he is scowling does not mean you cant see the pride in his eyes or the anger in his voice, indeed he is rather poor at hiding his emotions once you have seen him more then once, and few things swell him with pride then seeing children at play, students perserviering or villagers striving together. Reversely, nothing quite burns his anger like someone

Appearance:
Joseph is an old man, greyish-almost white hair and long greasy beard that has often been neglected for "other persuits" (Why in Tarnation would I bother with something like that??? Now outta ma way, I got more importiant things ta do!) (Casts Predesignation, cleans about half of his face before growing bored and starts levitating a chair).
He also wears a frayed greyish robe that has seen many years (he has three whole sets!) and sandals on his feet. He doesnt care that sandals have gone out of style years ago, they are comfortable Darnit!
But aside from that what you can immedeately see (like his eyes that are begining to whiten with blindness) Joseph holds a softness under the rigid mask of concentration he often holds. This softness is especially visible

Bullet Points!
[List]

  • Old man, greyish-white hair, long beard
  • milky eyes, going n

    Character Flavor
    -Background: Needs to be at least a few sentences.
    -Personality
    -Appearance: Can be sparse on details, but I would like to know how tall they are and what their build is (are they squat, slender, a curvaceous bombshell, a studly studmuffin, a studly lego, etc.) If you can find a picture, link to it.
    -[Optional] Complete one or both lists of questions. This won't necessarily increase your chances, but if it helps paint an interesting picture of your character, it certainly won't hurt.

    Gardian Angel Gabriel
    Gabriel Eidolon 3
    TN Small Humanoid (Halfling) Initiative +4 Senses Perception +9
    --------------------
    Defenses
    --------------------

    AC 17, Touch 15, Flat Footed 13 (+4 dex, +2 armor, +1 size)
    hp 10/10 (1d8+2)
    Fort +4 Ref +6 Will +3
    Special Defenses Fearless (+2 against fear), Resistance (+1 to all saves)
    --------------------
    Offenses
    --------------------
    Speed 20ft
    Melee Kukri +5 (1d3-1 18-20/x2)
    Switchblade +5 (1d3-1 19-20/x2)
    Ranged Thrown Dagger +5 (1d3-1 19-20/x2) 10ft range
    Modifiers +0/+0 BAB, +3/-1 Dex/Str, +1/+0 Size

    ----------------------
    Spells
    ----------------------
    Spells per Day 1: (2/2)
    Spells Known
    0: Detect Magic, Light, Purify Food and Drink, Resistance
    1: Compel Hostility, Resist Energy SNA 1
    Spell DCs 16+ spell level
    ----------------------
    Current Magical Effects
    ----------------------
    Resistance (1 min)

    ----------------------
    Statistics
    ----------------------
    Str 9, Dex 18, Con 15, Int 12, Wis 17, Cha 15
    BAB +0 CMB -2 CMD +11

    Feats Combat Expertise, Deadly Aim, Power Attack, Weapon Finesse, +(Spirits Gift or Undersized Mount)
    Traits Fates Favored, Helpful, Smuggler, Unlearned
    Racial Traits Halfling Luck, Outrider

    Skills 7x level (+2 background)
    Craft: Woodcarving +4 (1 Rank, +3 CS, +0 Int)
    Handle Animal +7 (1 Rank, +3 CS, +2 Outrider, +1 Cha) (+11 with Stumpy)
    K: Nature +4 (1 Rank, +3 CS, +0 Int)
    Perception +9 (1 Rank, +3 CS, +2 Keen Senses, +3 Wis)
    Prof: Shepard +7 (1 Rank, +3 CS, +3 Wis)
    Ride +9 (1 Rank, +3 CS, +2 Outrider, +3 Dex)
    Slight of Hand +8 (1 Rank, +3 Dex, +1 Trait, +3 Dex) (+12 to hide daggers)
    Survival +7 (1 Rank, +3 CS, +3 Wis)
    +2

    Languages Common, Halfling
    Other Gear
    Switchblade, carved to look like a pipe
    Kukri, in a spring loaded sheath
    An assortment of daggers hidden on his person (3 daggers, 1 butterfly knife, 1 war razor, swordbreaker)
    Leather padding underneath longsleeved sackcloth robes as well as a stash of tobacco (4lbs) and a potion of CLW for emergencies
    10.11gp

    54+50
    15
    Stumpys kit cost 47.45gp total.

    130gp
    ----------------------
    TRACKED RESOURCES
    ----------------------
    Adabtable Luck (3/3)
    Animal Focus (1/1)
    Hero Points (1)
    ----------------------
    Special Abilities
    ----------------------
    Adabtable Luck 3/day gain +3 luck bonus on an ability check, Attack, Save or skill check. Only +2 if used after the roll.
    Animal Focus 1/day gain a focus for 1 minute.
    Fates Favored improve all luck bonuses by +1.
    FCB Stumper gains DR/magic 1.
    Fearless +2 to saves against fear effects.
    Helpful you can roll Aid Another to give a +4 bonus.
    Keen Senses +2 to Perception.
    Nature Training Count as both druid and ranger for purposes of animal companion.
    Outrider +2 to Handle Animal and Ride.
    Smuggler +1 to Bluff, K (local) and Sleight of Hand.
    Spirits Gift your animal companion gains a single spirit animal ability (from the Shaman Class) changeable at the start of the day. (currently Stone: DR 5/Adamantine).
    Unlearned cannot make knowledge checks untrained.
    Wild Empathy influence a wild animals initial attitude with a 1d20+1+Cha(1) roll. Generally takes 1 minute. Can affect magical beasts with 1 or 2 int at -4 penalty.

    ----------------------
    Encumbrance 19.5lb
    Light 19.5lb, Medium 39.75lb, Heavy 60lb
    ---------------------
    EXP: 175

    Joseph is a shepherd who tends a herd of livestock in one of the outlying fields surrounding Whispering Falls. While the Loggers and Fishermen are more well known, the town still needs its beef and butter and eggs. And so, Joseph enjoyed a quiet and uneventful childhood, secure in his career as a shepherd... Blegh!
    While Joseph was not yet born during the times of the invasion, indeed all he has known was life under Kesadrain rule. He had of course heard stories about life before any Kesadrian set foot on Neralus, but they always seemed a bit surreal, removed from reality (kinda like us imagining life before electricity). Joseph had always just accepted Kesadrian rule and magic as natural.
    As it turns out, life just above poverty isnt much different then a life just above slavery. Sure the name on the title deed was different, but they were eating better, and they were still able to tend to the herds. They even had a small vegetable garden on the side!

    Joseph is a young and smallish halfling, just over 20 years of age he takes to the world with wide eyed wonder and boundless interest. Because of his upbringing as a small town shepherd, Joseph has very little knowledge of the outside world and yet he believes that with the right mixture of adaptability, friends and his own innate luck he might just make it out in the wilds, if only given the chance... Or maybe even in one of the big cities!

    Joseph is a hard worker, always willing to lend a hand or help a friend and he is very nimble. While Joseph has very few belongings of his own due to his humble beginnings, he seems to have a fascination with knives and daggers and has collected quite an assortment, which are hidden at various parts of his locale. His assortment ranges from a hand crafted pipe/switchblade to his deadly keen Kukri and even his 9" long war razor, as well as a few simple daggers used to skin livestock. Joseph always seems to have a blade on him...
    ------------------------
    Feats
    ------------------------

    http://www.d20pfsrd.com/feats/racial-feats/fast-learner-human
    Benefit: When you gain a level in a favored class, you gain both +1 hit point and +1 skill rank instead of choosing either one or the other benefit or you can choose an alternate class reward.

    http://www.d20pfsrd.com/feats/racial-feats/improvisation-human
    Benefit: You gain a +2 bonus on all skill checks for skills you have no ranks in. Furthermore, you can use all skills designated “trained only” untrained.

    http://www.d20pfsrd.com/feats/racial-feats/improved-improvisation-human
    Benefit: Your nonproficiency penalty with weapons, armor, and shields is halved. In addition, the bonus on all skill checks for skills you have no ranks in increases to +4 instead of +2.

    http://www.d20pfsrd.com/feats/general-feats/dilettante
    You gain a +2 bonus on Knowledge checks if you have 1–5 ranks in that skill. This bonus does not stack with Skill Focus. You can make untrained Knowledge checks with DCs up to 15.

    http://www.d20pfsrd.com/traits/equipment-traits/improvisational-equipment
    When using an item for anything other than its intended purpose—such as using a crowbar as a grappling hook or an old shirt to bandage a deadly wound—reduce the improvisation penalty by 2. This does not apply to improvised weapon penalties. Your GM may rule that some things are just not suitable for use in certain ways; for example, gluing a dead orc’s face to your own face won’t help you disguise yourself as an orc.

    http://www.d20pfsrd.com/traits/race-traits/helpful
    Whenever you successfully perform an aid another action, you grant your ally a +4 bonus instead of the normal +2.
    -----------------------

    http://www.d20pfsrd.com/feats/combat-feats/power-attack-combat---final
    You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.

    http://www.d20pfsrd.com/feats/general-feats/revered-guidance
    Select one of the following creature subtypes: dwarf, elf, gnome, halfling, human, or orc. You gain a +4 racial bonus on Diplomacy checks made to influence creatures of the selected subtype.

    http://www.d20pfsrd.com/feats/general-feats/combat-advice
    As a move action, you can offer useful advice to an ally engaged in combat at just the right moment. Designate an enemy; your ally gains a +2 competence bonus on her next attack roll against that enemy. For your ally to benefit from this feat, you must be able to clearly see your ally and the designated enemy, and your ally must be able to hear you.

    ¯\(ツ)/¯