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![]() You have come to the apex of your career as successful and powerful adventurers. The strongest vampire lord in eons is within your grasp. I am recruiting six PC’s for a one shot boss fight versus a powerful creature another created on the boards. It will be a hard challenge and I expect some (if not all) to die. Level: 15
You have tristalt (triple gestalt) as well. ![]()
![]() I’ve been playing This character for a bit now and we just leveled up. I’m unsure as to what class i should take my next level of so i once again i come to the boards to find a answer to my question. I have already claculated SR, poison DC and their ABP (the non-existent magic item kind) bonuses as if they were 9th level. Thank you in advance to all who contribute. ![]()
![]() This is what i’ve got so far. Looking for anything that might increase my carrying capacity
Build:
Sorcerer 1/Dragon Disciple 4/Fighter (Pack Mule) 14/Kineticist 1 Champion 10 Base Strength
Bonuses to Carrying Capacity (Strength)
Multipliers to Carrying Capacity
Total of 316 636 397 568 light load, 633 272 795 136 medium load, 951 268 147 200 Heavy load. Thanks to sideromancer for reminding me of the M.Backpack. It added something like 90 million light load. ![]()
![]() (As the title says) This is a ongoing recruitment for a changing game. We always need more Current rules:
Meta
1) Once a new player has been voted in (GM approval + no more than 2 against), they may create 1 character. 2) Characters post in the Gameplay Thread. 3) Players post in the Discussion Thread. 4) Every Player has one and only one Character. 5) Each Player can make a Proposal. Each player may only have one active Proposal post at a time. 6) A Proposal can involve enacting, amending or repealing any one rule 7) Each player may vote Yea or Nay to each submitted Proposal. 8) Votes can't be changed. 9) Proposals to which the players have reached a majority are enacted or rejected immediately. 10) Proposals with the same number of Yea and Nay are repealed. 11) When a player posts, any player may reply with a post saying they are GMing the original post. They then have one hour to edit their post to contain a 'GM response' which describes how the world reacts. First response gets the job. The player may then add his characters actions to the bottom of the post. 12) A player may never craft a GM response to their own post. 13) In order to vote on and suggest proposals, you must have created a character and made one post to the gameplay thread. 14) A player has 24 hours from it is suggested to vote on a proposal. When the time is up, majority will be decided from all cast votes. 15) A new class of rule is to be created called One Time Effects. When one of these is voted in, it occurs instantly and then ceases to be, as opposed to being put on the list. 16) Any character that has not applied a passed One Time Effect or is otherwise in violation of the rules may not post in gameplay. Gameplay
Setting
Character
Bonus: When you join you become a god in the world. You will be mentioned as a god and will have your very own temple of followers. ![]()
![]() What should I play? I am building a character for a one off fight against a CR 26 daemon
Character Creation:
Hp is max at first level, then average rounded up for subsequent levels. Level: 20 WBL 20 point buy for stats Core and Featured races 2 traits Magic item creation feats add +20% of wealth by level worth of items of the specified type to your character per feat taken. Leadership is banned.
You can pick a variant heritage for tieflings, aasimar, skinwalkers and dhampir, but you can't use the variant abilities d100 table for any of them. I think that covers everything. ![]()
![]() The original document is Here
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![]() Starting Meta Rules
Meta Rules:
#1) Characters post in the Gameplay Thread. #2) Players post in the Discussion Thread. #3) Every Player has one and only one Character. #4) From Monday to Sunday, each Player can make a Proposal, and no more than one. #5) A Proposal can be one of the following: #5a) - Enacting, amending or repealing a Game Rule. #5b) - Enacting, amending or repealing a Meta Rule. #6) From Monday to Sunday, players can vote on Proposals. Each player may vote Yea or Nay to each submitted Proposal. #7) Votes can't be changed. #8) On Monday, Proposals which have more Yea than Nay are enacted and immediately effective. #9) Proposals with the same number of Yea and Nay are repealed. #10) Every player must post once a day We'll create game rules as we go along I would prefer you all helped me with this because I have never PBP gm'ed before ![]()
![]() I'm compiling a list of items that I feel that every character should have I came here because I don't have time to search the whole of UE and debate each items usefulness
About TurgFirst Worlder (Summoner Archetype), Inner Sea Magic, page 35:
Most summoners have a close connection to creatures from the farthest reaches of the planes. A few have a primal connection to nature, and their power is tied to the First World. It is not unusual for these summoners to associate with druids, for like druids, first worlders have a powerful tie to the natural world. Some first worlders are driven half-mad by the strange energies and intelligences that seep into their minds and bodies, though, and these poor souls are prone to lash out at loggers, druids, or innocent passersby without considering whether or not they are threats. A first worlder’s eidolon usually resembles a fey creature or a plant monster, though some are fantastic otherworldly animals with exaggerated features. A first worlder has the following class features.
Summon Nature’s Ally (Sp): Starting at 1st level, a first worlder can cast summon nature’s ally a number of times per day equal to 3 + his Charisma modifier. At levels where a summoner would gain a more powerful summon monster spell as a spell-like ability, he instead gains the equivalent summon nature’s ally spell (at 19th level, he can use summon nature’s ally IX or gate). When a first worlder gains a summon nature’s ally spell as a spell-like ability, he adds it to his class spell list (he must still select it as a spell known if he wants to cast it as an actual spell). This ability otherwise replaces the summon monster ability of a normal summoner. Fey Summons (Su): At 3rd level, a first worlder adds the following creatures to the lists of what he can summon with his summon nature’s ally spell-like ability:
Eidolon: Instead of an outsider, a first worlder’s eidolon has the fey creature type and the extraplanar subtype. Its statistics are changed from a standard eidolon as follows:
Racial Abilities:
Darkvision: Some gnome strains have lived in the underground depths for so long they have given up on light entirely and gained darkvision with a range of 60 feet. This racial trait replaces low-light vision and keen senses.
Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier. Eternal Hope: Gnomes rarely lose hope and are always confident that even hopeless situations will work out. Gnomes with this racial trait receive a +2 racial bonus on saving throws against fear and despair effects. Once per day, after rolling a 1 on a d20, the gnome may reroll and use the second result. This racial trait replaces defensive training and hatred. Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects. Academician: Some gnomes are more academically inclined than their kin. Gnomes with this racial trait gain a +2 bonus on any single Knowledge skill. This racial trait replaces the obsessive racial trait. (Nature) Weapon Familiarity: Gnomes treat any weapon with the word "gnome" in its name as a martial weapon. Class abilities:
+4 BAB | +2 Fort, +2 Reflex, +6 Will | Cantrips, eidolon, life link, Summon Nature's Ally V (10/day), shield ally, Maker's Call , Bond senses Stats: 94 hp | 16 AC (1 size, 4 Arm, 1 Dex) | +7 Fort +4 Ref, +5 Will | -1 Perception, -1 Sense Motive | Summon Nature Ally V 10/day
Skills: 3 ranks/level:
Handle Animal (Cha) 1 rank
Knowledge (Nature) 6 rank Linguistics (Int) 1 rank Spellcraft 3 rank Ride 1 rank UMD 6 rank Spells:
0th - Detect Magic, Read Magic, Arcane Mark, Acid Splash, Open/Close, Light
1st (4+2/day) - Summon Nature's Ally I, Grease, Summon Monster I, Unfetter, Feather Fall 2nd (4+2/day, 1 used) - Summon Nature's Ally II, Summon Monster II, Haste, Summon Swarm 3rd (3+1/day, 2 used) Fly, Invisibility (Greater), Summon Nature's Ally III, xx Gear:
33050 gp
-Spell Component Pouch (5 gp) -MW Lamellar (leather) (210 gp) -CLW Wand (50/50 Charges) (750 gp) -Headband of Cha +2 -Belt of Con +2 Stuff for next chronicle wrote: -------- Mite (Augmented)LE Small fey Init +1; Senses darkvision 120 ft., low-light vision, scent; Perception +5 Defense
Offense
Spell-Like Abilities (CL 1st)
Statistics
Skills Climb +9, Handle Animal +0, Perception +5, Ride +2, Sleight of Hand +9, Stealth +13; Racial Modifiers +4 Sleight of Hand, +4 Stealth Languages Undercommon SQ vermin empathy +4 Special Abilities Hatred (Ex) Mites receive a +1 bonus on attack rolls against humanoid creatures of the dwarf or gnome subtype due to special training against these hated foes. Vermin Empathy (Ex) This ability functions as a druid's wild empathy, save that a mite can only use this ability on vermin. A mite gains a +4 racial bonus on this check. Vermin are normally mindless, but this empathic communication imparts on them a modicum of implanted intelligence, allowing mites to train Medium vermin and use them as mounts. Vermin empathy treats swarms as if they were one creature possessing a single mind—a mite can thus use this ability to influence and direct the actions of swarms with relative ease. |