Quinn

Counterpoint Gopher's page

16 posts. Alias of hallowsinder.


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Does Paizo have the k3 dice code: 4d63 ⇒ (58, 51, 21, 34) = 164
It does not.
For Realsies: 4d6 ⇒ (2, 6, 2, 1) = 11
For Realsies: 4d6 ⇒ (5, 2, 1, 3) = 11
For Realsies: 4d6 ⇒ (4, 5, 2, 5) = 16
For Realsies: 4d6 ⇒ (5, 4, 3, 6) = 18
For Realsies: 4d6 ⇒ (5, 6, 5, 5) = 21
For Realsies: 4d6 ⇒ (4, 1, 6, 2) = 13

Seeing people using Spheres of Power looked pretty fun, so I might see if I can fit a little Spheres of Might in. I remember being part of the playtesting for that and I'd love to see if it's come along to being a full product that fulfills its fantasy of enabling more neat skill/martial stuff.

As for character backstory, I was thinking a normal human who wishes he/she was some sort of unique exotic race. So they created a vigilante identity to fight evil while being cool. I figured it would be amusing if there's a normal human with that desire amidst such a diverse group as we have here.

Still reading up on Rise of the Runelord to see what it would make sense for them to be doing and have gotten here, as it's my first time with this AP.


Dotting for interest. Initial concept would be an Avenger Vigilante to provide a little skill as well as a little fight. Unless you've got two slots, in which I could go Stalker Vigilante to be the skill based half of what you're looking for.


Sir Paladin, and Raxus, I believe.


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I dunno, a dwarf named Gopher which is a burrowing creature, is kinda funny to me.


Funny Race: 1d100 ⇒ 78

Well, that was boring.


I believe I am dead.


Counterpoint Gopher spends his standard action recovering Temporal Debuff Removal.


I think 5 ranks in Knowledge (Planes) for a wizard who fights demons would not be too pick after I know what I need advantage for me, if you don't mind.

Knowledge (Planes): 1d20 + 13 ⇒ (3) + 13 = 16

Gopher attempts to reverse the condition with Temporal Body Adjustment if he is able to identify the condition as reversible by it, or if he is unable to identify it.


Aw man, falling is flatfooted? 27.

For the sake of things moving along, I guess I'll have Illia- be Illia- .


>AC 33 vs Vrocks, I'm not worried about their autoattacks. Also, please do bunch up.


They're 400 feet in front of us, and maybe, I dunno, 100 feet up? I plan on teleporting us 1800 feet up and 1400 feet forward (or over the castle, whichever is closer). So, just estimating, we'll probably in the vicinity of 2000ish feet away? Don't feel like breaking ole pythagorus.

Just a note, while you're within ten feet of me, all your arcane spells will have doubled range and +1 Enhancement to DC.


Int: 1d20 + 8 ⇒ (7) + 8 = 15

Counterpoint Gopher's familiar definitely doesn't rip off Anaxian with a Enlarge Arcane Concordance, while Counterpoint Gopher activates a readied dimension door to appear 1800 feet above the fortress, after the Katpaskir is removed from play. Any crusaders who want to come along may do so, and have feather fall cast on them afterwards if they so desire it.

Now in striking position and falling 60 ft a round, Counterpoint Gopher unleashes one of his personal Telekinesis uses, just to be sure, to eliminate the Coloxus demons.

Running Spell Buffs: Cat's Grace (+4 Dex), Bear's Endurance (+4 Con), Heroism (+2 Morale attack, saves, skill), Mirror Image (1d4+3), Mage Armor(+4 Armor), Shield (+4 Shield), CL 6 Shield of Faith (+3 Def), CL 6 Barkskin (+3 Nat),

Other Active Effects: Tempest Gale Stance (Add Dex mod to damage with ranged attacks, +2 Ranged Combat Maneuver, Tempest Gale DC), Mutagen (+4 Dex, +2 Nat AC, -2 Wis), Mythic Arcane Strike (+3 to damage, Demon Bane added), Arcane Concordance CL 7 (+1 enhancement DC, Enlarge on all spells, cast on familiar)

Resources Expended: 1 Mythic point, 3 1st Level Spells, 2 Second Level spells, 1 3rd level spell, 1 4th level spell, 1 5th level spell. Two 2nd level CL 6 Scrolls, one 3rd level CL 7 Scroll, one self-made 5th level CL 10 Scroll. 10 Holy Water.

Assumed Gear: +6 Int Headband

Other Build Note: I may be running Riven Hourglass as my discipline, because it's too good, and picking up Tempest Gale Stance via Advanced Study if I have enough feats.

Attack: 1d20 + 4 + 6 + 2 + 2 ⇒ (10) + 4 + 6 + 2 + 2 = 24 BaB + Dex + Heroism + Bane
Damage: 2d4 + 2d6 + 2 + 3 + 6 + 8 ⇒ (2, 4) + (6, 1) + 2 + 3 + 6 + 8 = 32 Base + Bane Dice + Enhancement + Arcane Strike + Dex + Int

Attack: 1d20 + 4 + 6 + 2 + 2 ⇒ (10) + 4 + 6 + 2 + 2 = 24
Damage: 2d4 + 2d6 + 2 + 3 + 6 + 8 ⇒ (2, 2) + (3, 2) + 2 + 3 + 6 + 8 = 28

Attack: 1d20 + 4 + 6 + 2 + 2 ⇒ (18) + 4 + 6 + 2 + 2 = 32
Damage: 2d4 + 2d6 + 2 + 3 + 6 + 8 ⇒ (1, 4) + (4, 5) + 2 + 3 + 6 + 8 = 33

Attack: 1d20 + 4 + 6 + 2 + 2 ⇒ (5) + 4 + 6 + 2 + 2 = 19
Damage: 2d4 + 2d6 + 2 + 3 + 6 + 8 ⇒ (4, 4) + (5, 6) + 2 + 3 + 6 + 8 = 38

Attack: 1d20 + 4 + 6 + 2 + 2 ⇒ (9) + 4 + 6 + 2 + 2 = 23
Damage: 2d4 + 2d6 + 2 + 3 + 6 + 8 ⇒ (1, 1) + (2, 2) + 2 + 3 + 6 + 8 = 25

Attack: 1d20 + 4 + 6 + 2 + 2 ⇒ (12) + 4 + 6 + 2 + 2 = 26
Damage: 2d4 + 2d6 + 2 + 3 + 6 + 8 ⇒ (1, 3) + (6, 5) + 2 + 3 + 6 + 8 = 34

Attack: 1d20 + 4 + 6 + 2 + 2 ⇒ (16) + 4 + 6 + 2 + 2 = 30
Damage: 2d4 + 2d6 + 2 + 3 + 6 + 8 ⇒ (1, 1) + (2, 1) + 2 + 3 + 6 + 8 = 24

Attack: 1d20 + 4 + 6 + 2 + 2 ⇒ (6) + 4 + 6 + 2 + 2 = 20
Damage: 2d4 + 2d6 + 2 + 3 + 6 + 8 ⇒ (2, 4) + (5, 6) + 2 + 3 + 6 + 8 = 36

Attack: 1d20 + 4 + 6 + 2 + 2 ⇒ (6) + 4 + 6 + 2 + 2 = 20
Damage: 2d4 + 2d6 + 2 + 3 + 6 + 8 ⇒ (4, 1) + (1, 3) + 2 + 3 + 6 + 8 = 28

Attack: 1d20 + 4 + 6 + 2 + 2 ⇒ (12) + 4 + 6 + 2 + 2 = 26
Damage: 2d4 + 2d6 + 2 + 3 + 6 + 8 ⇒ (3, 3) + (4, 1) + 2 + 3 + 6 + 8 = 30

Attack: 1d20 + 4 + 6 + 2 + 2 ⇒ (11) + 4 + 6 + 2 + 2 = 25
Damage: 2d4 + 2d6 + 2 + 3 + 6 + 8 ⇒ (3, 1) + (3, 1) + 2 + 3 + 6 + 8 = 27

Attack: 1d20 + 4 + 6 + 2 + 2 ⇒ (19) + 4 + 6 + 2 + 2 = 33
Damage: 2d4 + 2d6 + 2 + 3 + 6 + 8 ⇒ (1, 4) + (1, 6) + 2 + 3 + 6 + 8 = 31

Attack: 1d20 + 4 + 6 + 2 + 2 ⇒ (8) + 4 + 6 + 2 + 2 = 22
Damage: 2d4 + 2d6 + 2 + 3 + 6 + 8 ⇒ (3, 3) + (3, 2) + 2 + 3 + 6 + 8 = 30

Attack: 1d20 + 4 + 6 + 2 + 2 ⇒ (17) + 4 + 6 + 2 + 2 = 31
Damage: 2d4 + 2d6 + 2 + 3 + 6 + 8 ⇒ (4, 4) + (2, 2) + 2 + 3 + 6 + 8 = 31

Attack: 1d20 + 4 + 6 + 2 + 2 ⇒ (2) + 4 + 6 + 2 + 2 = 16
Damage: 2d4 + 2d6 + 2 + 3 + 6 + 8 ⇒ (2, 1) + (6, 6) + 2 + 3 + 6 + 8 = 34

Attack: 1d20 + 4 + 6 + 2 + 2 ⇒ (17) + 4 + 6 + 2 + 2 = 31
Damage: 2d4 + 2d6 + 2 + 3 + 6 + 8 ⇒ (2, 2) + (3, 1) + 2 + 3 + 6 + 8 = 27

Attack: 1d20 + 4 + 6 + 2 + 2 ⇒ (16) + 4 + 6 + 2 + 2 = 30
Damage: 2d4 + 2d6 + 2 + 3 + 6 + 8 ⇒ (4, 4) + (4, 2) + 2 + 3 + 6 + 8 = 33

Attack: 1d20 + 4 + 6 + 2 + 2 ⇒ (17) + 4 + 6 + 2 + 2 = 31
Damage: 2d4 + 2d6 + 2 + 3 + 6 + 8 ⇒ (4, 4) + (2, 4) + 2 + 3 + 6 + 8 = 33

Attack: 1d20 + 4 + 6 + 2 + 2 ⇒ (2) + 4 + 6 + 2 + 2 = 16
Damage: 2d4 + 2d6 + 2 + 3 + 6 + 8 ⇒ (1, 1) + (5, 1) + 2 + 3 + 6 + 8 = 27

Attack: 1d20 + 4 + 6 + 2 + 2 ⇒ (20) + 4 + 6 + 2 + 2 = 34
Damage: 2d4 + 2d6 + 2 + 3 + 6 + 8 ⇒ (2, 1) + (1, 1) + 2 + 3 + 6 + 8 = 24

Any left over fire would be directed at the Glabrezu flying in formation with them, which there should be a lot off if the Coloxus' are flying within 5 feet of each other.

Crit Confirm: 1d20 + 4 + 6 + 2 + 2 ⇒ (15) + 4 + 6 + 2 + 2 = 29
Damage: 2d4 + 2 + 3 + 6 + 8 ⇒ (4, 4) + 2 + 3 + 6 + 8 = 27


Counterpoint unleashes one of his scrolls of telekinesis at the Huge Pig Demon both to save his daily spells, and not reveal quite how many holy waters he can throw a round yet.

Running Spell Buffs: Cat's Grace (+4 Dex), Bear's Endurance (+4 Con), Heroism (+2 Morale attack, saves, skill), Mirror Image (1d4+3), Mage Armor(+4 Armor), Shield (+4 Shield), CL 6 Shield of Faith (+3 Def), CL 6 Barkskin (+3 Nat)

Other Active Effects: Tempest Gale Stance (Add Dex mod to damage with ranged attacks, +2 Ranged Combat Maneuver, Tempest Gale DC), Mutagen (+4 Dex, +2 Nat AC, -2 Wis), Mythic Arcane Strike (+3 to damage, Demon Bane added)

Resources Expended: 1 Mythic point, 2 1st Level Spells, 2 Second Level spells, 1 3rd level spell. Two 2nd level CL 6 Scrolls, one self-made 5th level CL 10 Scroll. 10 Holy Water.

Assumed Gear: +6 Int Headband

Other Build Note: I may be running Riven Hourglass as my discipline, because it's too good, and picking up Tempest Gale Stance via Advanced Study if I have enough feats.

Attack: 1d20 + 4 + 6 + 2 + 2 ⇒ (19) + 4 + 6 + 2 + 2 = 33 BaB + Dex + Heroism + Bane
Damage: 2d4 + 2d6 + 2 + 3 + 6 + 8 ⇒ (2, 1) + (2, 3) + 2 + 3 + 6 + 8 = 27 Base + Bane Dice + Enhancement + Arcane Strike + Dex + Int

Attack: 1d20 + 4 + 6 + 2 + 2 ⇒ (2) + 4 + 6 + 2 + 2 = 16
Damage: 2d4 + 2d6 + 2 + 3 + 6 + 8 ⇒ (1, 1) + (1, 1) + 2 + 3 + 6 + 8 = 23

Attack: 1d20 + 4 + 6 + 2 + 2 ⇒ (8) + 4 + 6 + 2 + 2 = 22
Damage: 2d4 + 2d6 + 2 + 3 + 6 + 8 ⇒ (4, 3) + (6, 6) + 2 + 3 + 6 + 8 = 38

Attack: 1d20 + 4 + 6 + 2 + 2 ⇒ (18) + 4 + 6 + 2 + 2 = 32
Damage: 2d4 + 2d6 + 2 + 3 + 6 + 8 ⇒ (1, 2) + (3, 5) + 2 + 3 + 6 + 8 = 30

Attack: 1d20 + 4 + 6 + 2 + 2 ⇒ (16) + 4 + 6 + 2 + 2 = 30
Damage: 2d4 + 2d6 + 2 + 3 + 6 + 8 ⇒ (3, 1) + (6, 2) + 2 + 3 + 6 + 8 = 31

Attack: 1d20 + 4 + 6 + 2 + 2 ⇒ (9) + 4 + 6 + 2 + 2 = 23
Damage: 2d4 + 2d6 + 2 + 3 + 6 + 8 ⇒ (3, 1) + (2, 3) + 2 + 3 + 6 + 8 = 28

Attack: 1d20 + 4 + 6 + 2 + 2 ⇒ (5) + 4 + 6 + 2 + 2 = 19
Damage: 2d4 + 2d6 + 2 + 3 + 6 + 8 ⇒ (2, 1) + (1, 6) + 2 + 3 + 6 + 8 = 29

Attack: 1d20 + 4 + 6 + 2 + 2 ⇒ (14) + 4 + 6 + 2 + 2 = 28
Damage: 2d4 + 2d6 + 2 + 3 + 6 + 8 ⇒ (3, 1) + (6, 5) + 2 + 3 + 6 + 8 = 34

Attack: 1d20 + 4 + 6 + 2 + 2 ⇒ (20) + 4 + 6 + 2 + 2 = 34
Damage: 2d4 + 2d6 + 2 + 3 + 6 + 8 ⇒ (3, 3) + (6, 1) + 2 + 3 + 6 + 8 = 32

Attack: 1d20 + 4 + 6 + 2 + 2 ⇒ (19) + 4 + 6 + 2 + 2 = 33
Damage: 2d4 + 2d6 + 2 + 3 + 6 + 8 ⇒ (2, 4) + (5, 4) + 2 + 3 + 6 + 8 = 34


Holy Waterfall Alchemist was basically the concept for counterpoint gopher over here.


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I.. I think I can bane my holy water... And throw 21 of them per attack. Mythic is insane.


Came up with a new concept. That is not mutually exclusive with the previous concept.

"WE STRIKE FROM THE SKY, MY BROTHERS!" The dark skinned mage yells, as he falls upon the fortress surrounded by gophers.

"Feather Fall

The spell affects one additional target per level. The targets don't have to be within 20 feet of each other.

Augmented (4th): If you expend two uses of mythic power, the spell absorbs the targets' velocity and transforms it into a concussive blast. Targets fall at the normal rate (not slowed) but land safely. When a target lands, it creates a 10-foot-radius burst of force that deals 1d6 points of damage per caster level (maximum 5d6, Reflex half, DC equal to the DC of feather fall).

The targets of this spell are unaffected by these concussive blasts."

One casting should get me 24 10d6 gopher bombs, post Intensify-ing.