Anaphexia Assassin

Dubhraidh's page

10 posts. Alias of Oceanshieldwolf.


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Male Drider Symbiote-Gunner 4; HP xx/xx; AC xx/ T xx/ FF xx; Fort +xx, Ref +xx, Will +xx; Init +xx; Per +xx; CMB +xx, CMD xx (2xx vs disarming); Spd xx

I was looking to use theTech guide stuff reflavored to alchemical/steam/what have you. The I was saddened by the prices.


Male Drider Symbiote-Gunner 4; HP xx/xx; AC xx/ T xx/ FF xx; Fort +xx, Ref +xx, Will +xx; Init +xx; Per +xx; CMB +xx, CMD xx (2xx vs disarming); Spd xx
Orthos wrote:
I appreciate the consideration and am sorry about the hold-up. I *think* I should be able to carve out some time on Saturday to work on this, if I get no opportunities beforehand.

Next two days might give me some time...


Male Drider Symbiote-Gunner 4; HP xx/xx; AC xx/ T xx/ FF xx; Fort +xx, Ref +xx, Will +xx; Init +xx; Per +xx; CMB +xx, CMD xx (2xx vs disarming); Spd xx

I'm here. I'm still no closer to finishing Dubhraidh, and staring down the barrel of three nightshifts in a row. I'll ty to finish in a few days.

I like and agree with the explanations (and the results!) of the vanilla PF guns vs Thunderscape disussion.


Male Drider Symbiote-Gunner 4; HP xx/xx; AC xx/ T xx/ FF xx; Fort +xx, Ref +xx, Will +xx; Init +xx; Per +xx; CMB +xx, CMD xx (2xx vs disarming); Spd xx

Ok, I have to go to work (night shift) but I'll finish Dubhraidh up as soon as I can...


Male Drider Symbiote-Gunner 4; HP xx/xx; AC xx/ T xx/ FF xx; Fort +xx, Ref +xx, Will +xx; Init +xx; Per +xx; CMB +xx, CMD xx (2xx vs disarming); Spd xx

Sorry Ryn, I guess I'm a bit lost on this one. I'm pretty much on board with all of your posts. Fleshwarped Alchemist with nice shiny new gunplay sounds pretty dread.

@GM Wolf - are you still interested in running this one?


Male Drider Symbiote-Gunner 4; HP xx/xx; AC xx/ T xx/ FF xx; Fort +xx, Ref +xx, Will +xx; Init +xx; Per +xx; CMB +xx, CMD xx (2xx vs disarming); Spd xx

Okay, Base Class version of the Symbiont - LINK

I think I'd prefer to use this version:

4 skills/level instead of 2, more bio-energy points, the Exocarapace is a greater buff from level 1, still same saves, BAB, slightly inferior "spell"casting…more options for bio-energy use, and two options for damage/ammo rate for chitin rounds. Both of which do not target Touch AC. I think I'd go for the 1d8 + 1 +1/2 levels than the alchemist bomb damage progression/rate.


Male Drider Symbiote-Gunner 4; HP xx/xx; AC xx/ T xx/ FF xx; Fort +xx, Ref +xx, Will +xx; Init +xx; Per +xx; CMB +xx, CMD xx (2xx vs disarming); Spd xx

Hahaha. Well, I did say closing in…

So the problems I'm having with the class as is are:

* Saves - I feel it should be Fort and Ref, not Fort and Will, unless folks think the summon aspect requires a strong will theme. I'm leaning more toward agile gunner than forceful commander of vermin brained … vermin. Thoughts?

* BAB is 3/4 - fine for a vanilla Summoner, but not so useful making iterative ranged attacks. Until…8th level.

* How do I get the Augment Summon feat when the prereq is Spell Focus (conjuration)? The class has Bio-Enhancements, NOT Spells:

At 1st level, as long as he has at least one point remaining in his bio energy pool, the symbiote-gunner can draw on his bio-energy to enhance himself or create physical effects. These enhancements are similar in effect to spells but are of a supernatural nature. Beneficial bio-enhancements with a range of “creature touched” can only be used to buff or enhance the symbiote-gunner or his chrysalis beasts.

So these are fairly limited, and they need me to have a point of bio-energy remaining anyway…of which I have a whopping three…

* Chitin Rounds: These don't target touch AC. Which makes them somewhat less…. useful.

* Light armor - neither the gunslinger or the summoner has such a tight restriction - I guess the class adds an armor buff with exo-carapce, and the argument above about Ref saves would support light armor maneuverability…

The main problem is that this is a Multiclass Archetype version of the concept I'm working on as a Base Class. The Base Class version I'll link to in a moment, however it differs markedly from the current version that will be released by Forest Guardian Press…

If this is all too complicated I'm happy to find something else. ;)


Male Drider Symbiote-Gunner 4; HP xx/xx; AC xx/ T xx/ FF xx; Fort +xx, Ref +xx, Will +xx; Init +xx; Per +xx; CMB +xx, CMD xx (2xx vs disarming); Spd xx

Wha?


Male Drider Symbiote-Gunner 4; HP xx/xx; AC xx/ T xx/ FF xx; Fort +xx, Ref +xx, Will +xx; Init +xx; Per +xx; CMB +xx, CMD xx (2xx vs disarming); Spd xx

Closing in. I think the class is somewhat weak (there was another version that might just have been OP, and this version errs on the side of underpowered), and the stats rolled will cruel Dubhraidh. Which is fine. ;)


Male Drider Symbiote-Gunner 4; HP xx/xx; AC xx/ T xx/ FF xx; Fort +xx, Ref +xx, Will +xx; Init +xx; Per +xx; CMB +xx, CMD xx (2xx vs disarming); Spd xx

This is OSW's Drider forming…

So HERE were my initial rolls.

Then I rolled a seventh because I missed that on the first go:HERE

leaving me with:

15, 14, 14, 10, 10, 9, 8.

Going by Pharnox' concept to reroll rolls under 10 outlined in this post

I'll reroll those two here:

4d6 ⇒ (4, 1, 3, 4) = 12
4d6 ⇒ (2, 3, 5, 3) = 13

Leaving me to choose from 15, 14, 14, 10, 10, 13, 12.

So I have finally:

15, 14, 14, 13, 12, 10.

Right?