Count Lucinean Galdana

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Liberty's Edge

I had to ban the "almighty" Rod of Wonder after all 6 of my players each purchased one and proceeded to run amok through my carefully planned dungeons and role-playing encounters.

Liberty's Edge

I love Wayne Reynolds' cover art and I can't wait to see if Damiel gets more time to shine on these covers.

Liberty's Edge

I would take that player aside and offer him a secondary objective to get back in the good graces of this powerful fey creature. Depending on how he performs, he could earn his reward while also avoiding fey wrath.

Liberty's Edge

Yesterday, as my game rapped up, my party was fighting an Advanced Purple Worm and due to some mistakes lost their Awakened Bear Barbarian (Everyone calls him the Bear-barian.) So my question is: what would you do if you brought back an animal with Reincarnate? Do you make it a Humanoid or just return it to life as a bear?

Liberty's Edge

The alignment debate has always been big in my games, but the good news is that he has decided to multiclass and becomea disciple of Irori! ( LN)

Liberty's Edge

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His ultimate goal is to open a rift into Abbadon in order to cull the weak. His character is planning on taking levels in Inquisitor next level. I really think I'm just gonna make him into the BEG at the end of the campaign at this rate since he has a better evil plot than I do!

Liberty's Edge

What to do*

Liberty's Edge

Recently I started a homebrew game with my closest friends and out of the blue the my friend, lets call him "D" decided to play an evil monk. He did this with full knowledge of the party configuration.
Which goes like this:
LG Half-Elf Ranger
LG Human Noble
CG Human Bard
CG Human Alchemist
LE Human Monk

I've tried to convince him to alter alignments slightly or make a more cohesive character but he politely refuses and says he knows what he is doing. He hides his alignment with magic (they are 4th level) but I think his luck will soon run out and get kabobed on the Rangers Arrow. What should I do, just let things play out?
Sorry for the rant.

Liberty's Edge

An Alchemist (any archetype will do) with a multiclass in Rogue or Wizard might work but my real suggestion is that you ask you DM/GM if you can maybe use (and I know it isn't one of the books you mentioned, sorry) the Artificer from the Eberron Campaign Setting. That has provided many a great steampunk/future style characters. His infusions can be flavored as technology since they take 10 minutes to cast and are neither, as the ECS states, neither arcane or divine.

Liberty's Edge

Sorry, I forgot to buy HeroLab. Hahaha, I have to learn from my mistakes.

Liberty's Edge

I have noticed an utter lack of divine healing so as of now I begin work on Sir Gerik ir'Selmen, retired combat medic of the the great Andoran army. He will be put up tonight for your consideration in the actual Play-by-Post.

Liberty's Edge

4d6 ⇒ (6, 3, 3, 1) = 13

Good roll! I think I'll be writing up a Human Inquisitor! Maybe an Andoran Robin Hood

Liberty's Edge

3d6 ⇒ (6, 1, 2) = 9
3d6 ⇒ (3, 1, 6) = 10
3d6 ⇒ (4, 2, 3) = 9
3d6 ⇒ (1, 5, 3) = 9
3d6 ⇒ (3, 3, 1) = 7
3d6 ⇒ (5, 3, 2) = 10

I think I'll use point buy... unless I wanted to play a commoner.

Liberty's Edge

Thanks for all the advice, this blog seems like a bunch of genuinely nice people, unlike my tabletop at home.
@KMGM Would it be alright if I made a character on this feed as a test run?

Liberty's Edge

Thanks Dylos!

Liberty's Edge

Damn my grammar!

Liberty's Edge

I'd love to play but considering this is my FIRST POST I think I'll leave kit to the professionals until I learn character creation and the dice rollers.
Does anyone know a good guide to those mechanics.

Race

Tiefling; magus 1

Classes/Levels

HP 10/10; AC 22/14/18; Saves F:+4 R:+3 W:+0; Init +3; Per -2; Arcane pool 5/5

About Xeno - Black Widow

Background:

Appearance:
Xeno wears simple tight black tunic and breachers along gloves, boots and a veil. Altogether the only part of her physical body that is visible is an occasional lock of red hair poking out from under the veil. On her belt is the slender blade of a rapier and pouch, and on her back is an old brown leather backpack.

PFS number: 94532-1

Female Tiefling magus 1
Chaotic Good Medium Outsider/Native

Init +4

• Defence
AC 18, touch 14, flat-footed 14
HP 10
Fort +4, Ref +4, Will +0
CMD 14
Resistance 5 vs cold, electricity and fire

• Offence
Spd 30 ft.
Melee
Rapier +4 (1d6 18-20/x2)
Ranged
None

• Statistics
10 Str, 18 Dex, 14 Con, 17 Int, 7 Wis, 10 Cha
Base Atk +0; CMB +0; CMD 13

Favoured class: Tiefling +1/4 per lv to arcane pool.

• Racial Traits
+2 Dexterity, +2 Intelligence, –2 Charisma: Tieflings are quick in body and mind, but are inherently strange and unnerving.
Native Outsider: Tieflings are outsiders with the native subtype.
Medium: Tieflings are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Tieflings have a base speed of 30 feet.
Darkvision: Tieflings see in the dark for up to 60 feet.
Skilled: Tieflings gain a +2 racial bonus on Bluff and Stealth checks.
Spell-Like Ability: Tieflings can use darkness once per day as a spell-like ability. The caster level for this ability equals the tiefling's class level.
Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5Fiendish Sorcery: Tiefling sorcerers with the Abyssal or Infernal bloodlines treat their Charisma score as 2 points higher for all sorcerer class abilities.
Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high intelligence scores can choose from the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc.

• Feats

Weapon finesse:
With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

• Skills
Acrobatics 1 rank = +6 (+1 from Trait, -2 Armour)
Bluff 1 rank = +3 (+2 from racial trait)
Climb untrained = -1 (+1 from Trait, -2 Armour)
Disguise 1 rank = +1
Perception untrained = -2
Profession (Sailor) 1 rank = +2
Sense Motive untrained = -2
Spellcraft 1 ranks = +8
Stealth 1 ranks = +4 (+2 from racial trait, -2 Armour)

Concentration = +6 (+1 Caster lv, +3 Int and +2 Trait)

• Languages
Common, Infernal, Draconic, Elven, Gnome, Orc

• Traits

Focused Mind:
Your childhood was either dominated by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.

Captain’s Blade (Acrobatics):
You were born on board a ship and learned to fight beside the sailing men and women of the Andoren fleet. While on board any vessel afloat on water, you gain a +1 trait bonus on Acrobatics and Climb checks. One of these skills (your choice) becomes a class skill for you.

• Special abilities

Arcane Pool (Su) 4 points/day:
At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells. At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves. At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. Adding these properties consumes an amount of bonus equal to the property's base price modifier (see the Magic Weapon Special Ability Descriptions). These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.

Spell Combat (Ex):
At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

• Magus spell casting
Cantrips (DC 14) In Spellbook: Acid splash, Arcane mark, Dancing lights, Daze, Detect magic, Disrupt undead, Flare, Ghost sound, Light, Mage hand, Open/close, Prestidigitation, Ray of frost, Read magic, Spark.
Memorized (3): Arcane mark, Mage hand, Prestidigitation
First level spells (DC 15) In Spellbook: Feather fall, Mount, Ray of Enfeeblement, Shield, Shocking grasp, True Strike, Vanish,
Memorized (1+1): True strike, -Shield-

• Equipment

Carried/Worn:

Rapier
Chain Shirt
Spell component pouch
Backpack
Dagger
Traveler's outfit

In backpack:

Spellbook
Ink
Inkpen
Waterskin
Spell component pouch (spare)
Bedroll
Blanket, winter
Whetstone
Traveler's outfit (spare)
Coin 5gp, 1sp, 8cp