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![]() I am Gming and playing 1 character. We got through 3 rooms. Party consists of Paladin, Cleric, Druid (my character), and Rogue. In spoiler tag will be showing our progress through the adventure. Then I will be giving some thoughts I have had. Also If you notice I might have done something wrong please let me know, I have had issues with finding some of the rules for stuff. SPOILER:
The rogue was searching the first room and was surprised by the slime and crit'd dropping him instantly. Paladin and Druid ran up laying on hands and healing the rogue. The Cleric cast magic weapon on the rogues hand-crossbow. Rogue gets up from being dropped and shots the slime. We gang up and kill the boss after taking a few bits of dmg from the slime. Rogue loses the dying condition after a few rounds in combat.
The rogue sneaks into the 2nd room and we eventually get into combat where we farely steam roll (really good rolls vs really bad ones) the gobs. Paladin uses lay on hands. Cleric uses a channel to heal the rogue and finds the Ring and Potions. Druid identifies the potion (quick ID). Rogue sneaks into the Centipede Room takes a sneak Attack (misses) and runs out of the run. Party waits for centipedes to come into the other room (LOL). Still waiting.... Rogue goes back in and is attacked by the Centipedes. Centipedes roll bad only bit the Rogue 3 times. He saves vs the potion everytime. Here is where I could not find any rule about making ranged attacks in melee range. The rest of the group is attacking down the shaft with ranged weapons. Rogue eventually moves back and the paladin wades in and finished the insects off. So some thoughts:
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![]() So I was and am very much against resonance for wands or consumables (I will be using resonance during my playtesting). But wanted to Call attention to the Spell Dueling Wand. It is a wand that is not just a spell in a can. It gives you a bonus to ranged touch attacks for your spells. I very much like this is the way I think wands should go. Focusing your power as you cast spells. I hope we get more interesting wands in the future that adjust your spells as you cast them! ![]()
![]() I just got my Subscription authorization and it had a weird thing. It says I have 65.76 in store credit and then the shipping is 11.11 that is being charged to my card but I have over $90 in store credit. I just wanted to make sure the store credit is used before my card. Thanks and sorry for being a nuisance. ![]()
![]() So just wanted to show this and maybe get peoples opinions. St. Annalis Vortk
Skills
Powers
Card List Favored Card: Weapons
Role
Powers
She was my character from WotR. I was thinking about playing Kyra or Seelah but neither really hit me. So I made her. I did have to add Swords to WotR box to help her out. ![]()
![]() I am looking to make a Dimensional Brawler. I want to make a brawler that makes use of the dimensional agility feat tree. I was thinking of conjuration wizard/brawler mix but it would be to high of level wizard that he would not be very effective as a brawler. I am now making it out of a brawler/shadowdancer. Any suggestions on ways to make this type of character would be appreciated. ![]()
![]() So I took a stab at creating Azula from Avatar the last airbender. Tell me what you think and how good do you think I mind her in comparison to the show. Azula: Azula Human Pyrokineticist 16 CE Medium humanoid (human) Init +5; Senses Perception +13 -------------------- Defense -------------------- AC 16, touch 16, flat-footed 10 (+5 Dex, +1 dodge) hp 179 (16d8+96) Fort +14, Ref +15, Will +5 -------------------- Offense -------------------- Speed 30 ft. Melee unarmed strike +13/+8/+3 (1d3+1) Ranged Fire Blast +17 (8d6+2/x2), Blue Flame Blast +17 (16d6+2/x2 [1 burn]), Electric Blast +17 (8d6+2/x2), Plasma Blast +17 (8d6+4 Bludgeoning+8d6+4 fire/x2 [1 burn]) Kineticist Spell-Like Abilities (CL 16th; concentration +20) -------------------- Statistics -------------------- Str 12, Dex 20, Con 18, Int 13, Wis 10, Cha 10 Base Atk +12; CMB +13; CMD 29 Feats Acrobatic, Blind-fight, Dodge, Fast Learner, Improved Unarmed Strike, Mobility, Point-blank Shot, Shot On The Run, Toughness Skills Acrobatics +16, Bluff +10, Climb +11, Disguise +5, Escape Artist +13, Fly +25, Handle Animal +7, Intimidate +13, Knowledge (nobility) +17, Perception +13, Ride +18, Sense Motive +10, Stealth +18, Swim +11, Use Magic Device +5 Languages Common SQ Other Gear -------------------- Special Abilities -------------------- Blind-Fight Re-roll misses because of concealment, other benefits. Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal. Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area. Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet. Shot On The Run When attacking with a ranged weapon, you can move - attack - move. Elemental Focus (Fire) Kinetic Blast (Fire Blast 8d6+2, Blue Flame Blast 16d6+2 [1 burn], Electric Blast 8d6+2, Plasma Blast 8d6+4 B+ 8d6+4 fire [1burn]) Burn Elemental Defense (Searing Flesh) Feel the Burn +5 Infusion Specialization (From 2, Substance 2) Metakinesis (Empower [Burn 1], Maximize [Burn 2], Quicken [Burn 3]) Composite Specialization Wild Talents
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![]() Ok so I started this last night and have ran through it with 4 characters. Iozif a male human Mesmerist, Kiell a male human Aerokineticist, Tashi a male half elf Brawler, and Amestri a female human cleric of Sarenrae. So I used 2 playtest classes and 2 regular classes to judge the difference and to balance the party a little. I have not finished the module yet but I am on the last part. I also use 25 point builds. Iozif the Mesmerist:
Iozif Zingari
Male Human (varisian) Mesmerist 1 CN Medium humanoid (human) Init +2; Senses Perception +6 -------------------- Defense -------------------- AC 15, touch 12, flat-footed 13 (+3 armor, +2 dexterity) hp 8 (1d8) Fort +0, Ref +4, Will +4 -------------------- Offense -------------------- Speed 30 ft. Melee dagger +2 (1d4/19-20) or MW sword cane +3 (1d6) Mesmerist Spells Known (CL 1st; concentration +5) 1st (2/day)—ray of enfeeblement (DC 15), sleep (DC 15) 0 (at will)—flare (DC 14), ghost sound (DC 14), light, prestidigitation -------------------- Statistics -------------------- Str 10, Dex 14, Con 10, Int 14, Wis 14, Cha 18 Base Atk +0; CMB +0; CMD 12 Feats Deceitful, Weapon Finesse Skills Bluff +10, Diplomacy +8, Disguise +6, Escape Artist +6, Intimidate +8, Knowledge (local) +6, Perception +6, Sense Motive +6, Stealth +6 Languages Common, Halfling, Skald, Varisian SQ Knacks, Hypnotic Stare Other Gear studded leather, dagger, sword cane, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), torch (10), trail rations (5), waterskin, 43 gp -------------------- Special Abilities -------------------- Hypnotic Stare (Su) Mesmerist Tricks (Su, 5/day) False Flanker: A duplicate of the mesmerist appears momentarily, as though he were fighting in tandem with an ally. The mesmerist can trigger this trick when the subject moves into a square adjacent to an enemy. An illusory duplicate of the mesmerist appears in any unoccupied space adjacent to that enemy. This duplicate counts as threatening the enemy for determining flanking, but can’t actually make attacks. The duplicate disappears at the end of the turn. This is an illusion (figment) effect. Iozif has been fun to play his high skill points and spells allow him to do some fun stuff. because of his stare and sleep spell he has been helping to end encounters quicker. I still think his stare should also be able to add to his bluff, intimidate, and diplomacy but he does pretty good in those situations as it is. He was not great in a melee fight but then he is also not built for melee fighting. His flanking ability has only been used once and it did help the brawler. He is much more a roleplay character that can support during fights and sometimes end easier ones. But fun class, can't wait to try him at higher levels. Kiell the Aerokineticist:
Kiell Rellemor
Male Human (Ulfen) Kineticist (Air) 1 CN Medium humanoid (human) Init +2; Senses Perception +5 -------------------- Defense -------------------- AC 15, touch 13, flat-footed 12 (+2 armor, +2 dexterity, +1 dodge) hp 12 (1d8+4) Fort +6, Ref +4, Will +1 -------------------- Offense -------------------- Speed 30 ft. Melee dagger +1 (1d4+1/19-20) or shortspear +1 (1d6+1) Ranged dagger +3 (1d4+1/19-20) or shortspear +2 (1d6+1) or Electric Blast +2 Touch/ +3 touch within 30ft (1d6+2) Special Attacks Kinetic Burst (Electric Blast) -------------------- Statistics -------------------- Str 12, Dex 14, Con 18, Int 11, Wis 12, Cha 14 Base Atk +0; CMB +1; CMD 13 Feats Dodge, Point-blank Shot Skills Acrobatics +3, Perception +5, Stealth +6 Languages Common, Skald Other Gear leather armor, dagger, shortspear, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), torch (10), trail rations (5), waterskin, 14 gp -------------------- Special Abilities -------------------- Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet. Elemental Focus (Air) Burn (Ex) Kinetic Burst (Sp) Electric Blast (Sp) Wild Talents (1) Air Cushion You can cushion a fall from any height using your control of air. You are constantly under the effects of feather fall. If this effect is dispelled, you can call it forth again as a standard action. Kiell has not really been able to do a lot because of the low skill points, might be my fault with the way I built him. So far Burn has not been a problem as he has nothing to use with it. He stays in the back so has not been hit with damage yet also he is tied for the highest HP in the group, the brawler is tied with him. He has attacked 5 times and hit 4 out of the five times. only time he missed was to a high touch ac villain. So he can help in fights and does not do bad in it but has not been great at skills. He did win one game in the carnival with his perception. I can see him being much more fun to play at higher levels when he gets more abilities with his air kinetics. ![]()
![]() So I thought that I would do a synopsis for the Skull and Shackles chapters. I did one for Wrath of the Righteous in this thread. I own the AP, unfortunatly I have not played through this AP so I will just skim through it and enter what I think is relevant. This will have major spoilers of the story line ![]()
![]() So I got bored and was watching RWBY and decided I wanted to make the RWBY characters. So I started with Team RWBY and here it is Ruby Rose:
Ruby Rose
Human Fighter (Weapon Master) 1/Gunslinger (Musket Master) 4 CG Medium humanoid (human) Init +6; Senses Perception +9 -------------------- Defense -------------------- AC 18, touch 16, flat-footed 12 (+2 armor, +4 Dex, +2 dodge) hp 34 (5d10) Fort +6, Ref +8, Will +2 -------------------- Offense -------------------- Speed 30 ft. Melee cresent rose (scythe form) +8/+8 (2d6+2/×4) Ranged cresent rose (sniper rifle form) +10 (1d10+1/×4) -------------------- Statistics -------------------- Str 12, Dex 18, Con 11, Int 15, Wis 12, Cha 14 Base Atk +5; CMB +6; CMD 22 Feats Combat Expertise, Dodge, Gunsmithing, Mobility, Rapid Reload, Skill Focus (Acrobatics), Spring Attack, Weapon Focus (scythe) Skills Acrobatics +15, Climb +9, Craft (weapons) +7, Fly +9, Perception +9, Survival +9, Swim +9 Languages Common, Other Language, Other Language SQ deed: deadeye, deed: fast musket, deed: gunslinger initiative, deed: pistol-whip, deed: quick clear, deed: steady aim, grit Other Gear battle skirt, cresent rose (scythe form), cresent rose (sniper rifle form), firearm bullet (15), metal cartridge (3), 148 gp, 4 sp -------------------- Special Abilities -------------------- Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack. Deed: Deadeye (Ex) Use 1 grit per extra range increment to make a touch attack beyond the first. Deed: Fast Musket (Ex) At 3rd level, as long as the musket master has 1 grit point, she can reload any two-handed firearm as if it were a one-handed firearm. This deed replaces the utility shot deed. Deed: Gunslinger Initiative (Ex) While have Grit, can use a free hand to draw a non-hidden firearm as part of the initiative check. Deed: Pistol-Whip (Ex) Use 1 grit, melee attack with firearm gains enh. bonus and free CMB check to knock prone. Deed: Quick Clear (Ex) While have grit, remove the effects of a misfire. Use 1 grit to do as move action. Deed: Steady Aim (Ex) At 1st level, as long as a musket master has at least 1 grit point, she can take a move-equivalent action to increase the accuracy of a two-handed firearm. When she does, she increases the range increment of the firearm she is firing by 10 feet. This Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow. Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo. Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area. Rapid Reload (Musket) You can reload fast with one type of Crossbow or Firearm. Spring Attack You can move - attack - move when attacking with a melee weapon. Cresent Rose scythe form has the impacting, mighty cleaving, and speed enhancements. Sniper Rifle Form has Distance, Nimble Shot, and Sniping. Weiss Schnee:
Weiss Schnee
Human Sorcerer 3/Swashbuckler 2 NG Medium humanoid (human) Init +3; Senses Perception +1 -------------------- Defense -------------------- AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex) hp 33 (2d10+3d6+5) Fort +2, Ref +7, Will +4 Defensive Abilities charmed life; Resist acid 5, cold 5 -------------------- Offense -------------------- Speed 30 ft. Melee myrtenaster +8/+8 (1d6+2/18-20 plus 1d6 fire plus 1d6 cold plus 1d6 electricity plus 1d6 acid) Special Attacks bloodline arcana: celestial, deed: opportune parry and riposte, heavenly fire, panache Sorcerer Spells Known (CL 3rd; concentration +6): 1st (6/day)—bless, expeditious retreat, floating disk, true strike 0 (at will)—acid splash, flare (DC 13), jolt, light, ray of frost -------------------- Statistics -------------------- Str 12, Dex 17, Con 12, Int 12, Wis 12, Cha 17 Base Atk +3; CMB +4; CMD 17 (17 vs. disarm, 17 vs. steal, 17 vs. sunder) Feats Acrobatic, Arcane Armor Training, Arcane Strike, Eschew Materials, Weapon Focus (rapier) Skills Acrobatics +13, Climb +7, Fly +12, Intimidate +10, Knowledge (arcana) +6, Knowledge (nobility) +6, Spellcraft +7, Swim +7; Racial Modifiers deed: derring-do Languages Common, Other Language SQ bloodlines (celestial), deed: dodging panache, swashbuckler finesse Other Gear +1 silken ceremonial armor, myrtenaster, 150 gp -------------------- Special Abilities -------------------- Arcane Armor Training Swift action: -10% arcane spell failure due to armor. Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction. Bloodline Arcana: Celestial (Ex) Summoned creatures gain DR 1/evil (doesn't stack with other DR). Celestial Summoned creatures gain DR 1/evil. Charmed Life +3 (3/day) (Ex) Choose to add Charisma bonus to save before roll is made. Deed: Derring-Do (Ex) Spend 1 panache to add 1d6 when making Escape Artist, Fly, Ride, or Swim check. Deed: Dodging Panache +3 (Ex) When attacked, spend 1 panache to step 5 ft. and gain +3 to AC vs. attack. Deed: Opportune Parry and Riposte (Ex) 1 panache and 1 AoO to attempt to parry a melee attack, then counterattack. Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks. Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks. Eschew Materials Cast spells without materials, if component cost is 1 gp or less. Heavenly Fire (6/day) (Sp) Ranged touch attack deals 1d4 divine damage/healing Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow. Swashbuckler Finesse At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for Combat Expertise. Myrtenaster has the flaming, corrosive, frost, shoct, and speed enhancements Blake Belladonna:
Blake Belladonna Human Gunslinger 2/Ninja 3 CG Medium humanoid (human) Init +4; Senses Perception +9 -------------------- Defense -------------------- AC 16, touch 15, flat-footed 11 (+1 shield, +4 Dex, +1 dodge) hp 30 (2d10+3d8) Fort +4, Ref +10, Will +3 -------------------- Offense -------------------- Speed 30 ft. Melee gambol shroud (blade end) +7/+7 (1d6+1) Ranged gambol shroud (gun end) +7/+7 (1d8+5/×4) Special Attacks ki attack speed, sneak attack +2d6 -------------------- Statistics -------------------- Str 11, Dex 18, Con 10, Int 16, Wis 14, Cha 12 Base Atk +4; CMB +4; CMD 19 Feats Gunsmithing, Point-Blank Shot, Two-Weapon Defense, Two-Weapon Fighting, Weapon Finesse Skills Acrobatics +12, Bluff +8, Climb +7, Disable Device +9, Disguise +2, Escape Artist +10, Handle Animal +7, Knowledge (local) +10, Knowledge (nature) +7, Perception +9, Sense Motive +9, Sleight of Hand +11, Stealth +11, Survival +9, Swim +7; Racial Modifiers ninja tricks (acrobatic master), ki jump (running start), no trace Languages Common, Other Language, Other Language, Other Language SQ deed: deadeye, deed: gunslinger's dodge, deed: quick clear, grit, gun training, ki movement, ki pool, ki stealth, poison use Other Gear gambol shroud (blade end), gambol shroud (gun end), 150 gp -------------------- Special Abilities -------------------- Acrobatic Master (Su) As a swift action, a ninja with this trick can focus her ki to grant her a +20 bonus on one Acrobatics check of her choice made before the start of her next turn. Using this ability expends 1 ki point from her ki pool. Deed: Deadeye (Ex) Use 1 grit per extra range increment to make a touch attack beyond the first. Deed: Gunslinger's Dodge (+2 AC) (Ex) Use 1 grit, immediately move 5 ft/drop prone to gain 1x/2x bonus to AC vs ranged attack. Deed: Quick Clear (Ex) While have grit, remove the effects of a misfire. Use 1 grit to do as move action. Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow. Gun Training +4 (Revolver) (Ex) On a misfire with chosen firearm type, misfire value only increase by 2 (instead of 4). Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo. Ki Attack Speed (Su) By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack. Ki Jump (Running Start) (Su) Jumping is always counted as being at a running start. Ki Movement A Ninja can spend 1 point to increase her speed by 20 feet for 1 round. Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Charisma modifier. Ki Stealth A ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth skill checks for 1 round. No Trace +1 (Ex) Survival DCs to track you are at +1, gain +1 to Stealth when you are stationary and not acting. Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet. Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon. Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed. Two-Weapon Defense +1 to AC while wielding 2 weapons. +2 when doing so defensively. Gambol Shroud has two ends I choose a Kama and a revolver. Kama end has returning, speed, and throwing as she can throw it and it is attached by cord. Revolver has Nimble Shot and speed. Yang Xiao Long: Yang Xiao Long Female Human Barbarian 1/Brawler 4 CG Medium humanoid (human) Init +6; Senses Perception +7 -------------------- Defense -------------------- AC 17, touch 13, flat-footed 14 (+3 armor, +1 shield, +2 Dex, +1 dodge) hp 51 (1d12+4d10+15) Fort +8, Ref +6, Will +1 -------------------- Offense -------------------- Speed 40 ft. Melee ember celica. +10/+10 (1d3+5) and unarmed strike +10 (1d8+6) Special Attacks brawler's flurry, rage (6 rounds/day) -------------------- Statistics -------------------- Str 18, Dex 15, Con 14, Int 10, Wis 10, Cha 14 Base Atk +5; CMB +9 (+10 push); CMD 22 (23 vs. push) Feats Improved Initiative, Improved Unarmed Strike, Snapping Turtle Style, Toughness, Weapon Focus (unarmed strike), Weapon Specialization (unarmed strike) Skills Acrobatics +10 (+14 jump), Climb +11, Intimidate +10, Perception +7, Sense Motive +7, Survival +7 Languages Common SQ ac bonus, fast movement, martial maneuvers, unarmed strike Other Gear +2 silken ceremonial armor, ember celica., 150 gp -------------------- Special Abilities -------------------- AC Bonus +1 (Ex) When a brawler wears light or no armor, she gains a dodge bonus to AC and CMD. Brawler's Flurry +3/+3 (Ex) Starting at 2nd level, a brawler can make a brawler's flurry as a full-attack action. When doing so, a brawler has the Two-Weapon Fighting feat when attacking with unarmed strikes, weapons from the close fighter weapon group, or weapons with the "mon Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded. Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal. Martial Maneuvers (2/day) (Ex) Spend a move action to gain the benefit of a combat feat for 1 minute. Rage (6 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged. Snapping Turtle Style +1 Gain +1 shield bonus to AC when at least one hand is free Unarmed Strike (1d8) The Monk does lethal damage with his unarmed strikes. Yangs can also use fireball 4/day (CL 3) and Force Punch at-will (CL 2) in place of attacks. ![]()
![]() Ok sorry if i am bying an idiot. I bought 2 tickets to paizocon and the banquet, one for myself and the other for my sister, I try to customize it and when I customize one it seems to customize both. Is there a way to customize both one for her and the other to me or should I just tell her to make an account and then just transfer them to her? ![]()
![]() My friend is going to play test it but any thoughts on it would be welcome. This small group of rangers have spent a large amount of time with a clan of blink dogs and have made strong connections with them. The magic that permeates the clan has changed the rangers and they have been able to mimic the abilities of blink dogs. Blink Knight - Blink Dog Companion
Blink Dog Companion-
This ability replaces favored terrain 1 and hunter's bond. Blink
This ability replaces Spells and Evasion. Dimensional Stride
This Replaces Woodland Stride and Improved Evasion
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