DizzyDev's page

45 posts (236 including aliases). No reviews. No lists. No wishlists. 4 aliases.


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Male Human

I'm enjoying the game for sure! Thanks for being so understanding with up rev


Male Human

Its going to be a few days before I can update samson. I had to cancel my DDI subscription and I have no idea where my books have walked off to. I had let a friend borrow them and not sure if he ever returned them. He is an hour away now... I'm working on it. There are a few things I want to do to Samson, to make him "more pbp friendly." There are several powers that I haven't even used. They look cool on paper but they just don't work well in a pbp game. This is my first pbp game and I've learned a lot.


Eben TheQuiet wrote:
Out of curiosity, why do the game on another site. I would guess that's one reason you're not getting more of a response. I live on Paizo already... what's the benefit to go elsewhere?

This is a good question, I should probably make sure there forums are rss compatible before I commit..


I'm interested to see how this goes. You can count me in, but Its been a while since I made a Pathfinder character. I'll start working on one now. What level is this starting at?


Male Human

Move: to I,13
Standard:Direct the Strike:Standard Action, Ranged 5
Target: Levana
Effect: The target makes a basic attack as a free action against an enemy of your choice(S1) that you can see and is within 10 squares of you.
Minor:

Its nice that I don't have to roll dice sometimes, haha.
_________________________________________________

Current Status
AC: 28 Fort: 27 Reflex: 23 Will: 23
HP: 91/91 Surges: 1/9 Surge Value: 24
Conditions: None
AP: 1, Inspiring Word: 3/3
Encounters used:
Utilities used:
Daily's Used:Lamb to the Slaughter

Group Bonuses:
Combat Leader: You and each ally within 10 squares who can see and hear you gain a +2 power bonus to initiative.
Skirmishers Presence: When an ally who can see you spends an action point to make an attack, that ally can use a free action to shift a number of squares equal to your Intelligence(+3) before or after the attack.
Cry Havoc: On the first round of combat (or both the first and the surprise round if your allies gain a surprise round), allies who start their turn within 10 squares of you gain a +2 bonus to attack rolls.


Male Human

I must say I've found the cleric a little hard to play. I would like to get a little more RP in but I'm just not good at RPing a religious character. I have enjoyed the other characters RP though... Jaycen and Javell have great RPing skills and I would love to continue playing with both of them. I feel like I could learn a few things from them. So if you guys want to continue on, count me in...

XP?


DEWN MOU'TAIN wrote:

here is the thread link....

I thought that was the in character thread... Not that it really matters since the have the ooc code but I'm just used to it.


Male Human

Yeah... Such a crappy role but I got a few good ones too.. He should be a fun character to roleplay.


I've been itching to play a rouge in a pathfinder game. Rouges have always been one of my favorite classes. I'll write up a quick back story to try to perk your interest.


Id be interested in playing a Barbarian or a Fighter.

Stat Rolls:
4d6 ⇒ (4, 6, 6, 5) = 21
4d6 ⇒ (1, 5, 6, 4) = 16
4d6 ⇒ (4, 4, 1, 1) = 10
4d6 ⇒ (4, 3, 5, 4) = 16
4d6 ⇒ (1, 3, 1, 2) = 7
4d6 ⇒ (6, 4, 4, 3) = 17

Edit: 17, 15, 9, 13, 6, 14
Interesting roll should make for an interesting character...

I don't really have a concept at the moment, but I will work on one and post it asap.


Ok. I'm down to play anything non magical, Or a ranger. Looks like we have a wizard and a fighter for sure. Then we have someone interested in a ranger. I don't mind playing a rouge if he wants the ranger slot. We would need a cleric to round off the party. know of any takers?


Male Human
DizzyDev wrote:

With the adrenaline numbing the pain, Gustin takes a quick step and begins to pray.

5ft step to X18
Cast cure light wounds on himself in place of Sanctuary.
Heals 1d8 + 1

Sorry again for not changing the alias. The boards are acting up and its not giving me an option to change the alias.

I would edit it later but it doesn't have an edit option either.


I can post at least once a day Monday - Friday and will attempt to post Saturdays and Sundays as well. I'm often out of town on weekends though, so I can't guarantee I will be able to post those days.

I would much rather it be on the paizo boards if everyone was ok with that... I'm new to the pbp and still trying to learn the basics and it might be harder to learn on 2 separate platforms. All the threads are also RSS capable here so it makes it a lot easier for me to keep track and up to date.


I sent a request to be added to the OCC thread. I have never used that site before and have no idea how it works. I don't see any RSS capabilities on the site either which makes it harder for me to see when things are updated. Do you know of any?


Male Human

Gustin steps down from the cart and ready's his Longbow. It seems of high quality, but broken in like it has seen many battles. He's follows closely behind Mac looking carefully ahead into the tower.

[occ]Perception[/occ] 1d20 + 5 ⇒ (2) + 5 = 7


Male Human

I'm guessing that dice bbcode can't be laced together... Sorry about that.


Male Human

Still interested and ready to go. I've been down this weekend. Lost my glasses in the ocean and haven't been able to see for 3 days... But I'm back and ready to go.


Male Human

I guess its really only bofgar's that confuse me... I calculated his out to 64 points.... I could be wrong. but apparently he is a BAMF.


Male Human

I will be playing a cleric of Desna. I'll post the him asap.


Male Human

I'm in, I'll have my character up and posted later today.

Which team am I on and what is needed?


Rev Rosey wrote:

One of my players has decided that jumping into 4e at paragon level isn't for him. Would you like a space?

Discussion thread in case you're interested :)

There are two groups running and they've just (i.e. not reached the end of Round 1 yet) started a test-drive encounter.

Once Tomb of Horrors ships, that's what they'll be doing. The current encounter is by way of being a shake-down cruise. The original player was a Runepriest, but don't feel constrained by that if you'd rather play something else.

I'd love to play!


Male Human

What do we currently have and what do we need? I was thinking about playing a Cleric, but I must warn you, I've always had trouble role playing the religious type. But practice makes perfect right?

I'm new to this whole play by post thing but I think I understand the alias concept. I will build the character and post him and if I get something wrong, I'm sure you will let me know.


Scipion del Ferro wrote:

Looks like we won't have to wait until later this week after all. Certainly have enough people now for two groups. So here's how we'll split it;

Team Hydra
-Deiros - Belros Verzar (cavalier)
-Draztik - Kaldar Sithik (fighter)
-Wasteland Knight - ???
-Talomyr - ???
>Please continue discussion at your out of character thread.

Team Sphinx
-Javell DeLeon - (fighter)
-Jaycen Keenword - Colburne Blackhand (rogue)
-AJCarrington - ???
-DizzyDev - ???
>Please continue discussion at your out of character thread.

Anyone else who would like to join feel free to post here or ding me at kronvet at gmail dot com. Who knows what spots may open up.

Links not working. I saw Team Hydra's thread but not Sphinx...


3.5 fanman wrote:

The game is over here.

The name is 3.5 Medieval Fantasy World.

I still couldn't find it...

Also, I have changed my mind on race. I would like to play a half-orc Ranger if thats ok. I will build it and post it.


If your game isn't full I would love to play.


Rev - I would love to be on the back up list...

Fanman - I have posted to your thread.

Anyone - How do you add an avatar in this forum... I can't seem to find the option.


when will this game be starting? Is there any back round that might be relevant before creating a character? I would be interested in playing an elf ranger.

Finally Where are you located? The only reason I ask is because if your in CA or somewhere on the west coast your 4 hours time difference from me and that might affect my ability to post on a regular basis... I'm on eastern standard time in VA...


I'm interested in a play by post game to compliment my regular gaming. I've had to cut back on gaming because I work full time and go to school most nights, so I was hoping I could get my fix in a play by post game. I've never played play by post before, but I'm online pretty regularly, including at work since I'm a Systems Admin. That means I'm willing to go full throttle in a fast paced game.

Currently I'm playing a monthly PF game, and another 3.5 game when we all have the time. I'm on brake from a weekly 3.5 game while I'm in school this semester and I have quite a bit of 4e experience. In other words I'm pretty experienced in most of the popular rules, but never play by post.

I've been looking on this forum for some time now, but the games seem to fill up pretty fast so I'm posting this so that hopefully some GM will read it and invite me in. I'm up for 3.5, 4e, or PF but I think I would prefer PF. I have the least experience with it and I'd like to have more.


There was a thread with these question earlier but it seems most people talked about the other questions. I'm pretty curious about these so I decided to make a new thread. References would be helpful.

Do the extend potion and eternal potion discoveries work on extracts? MaverickWolf said no, but I have trouble understanding why that would be the case. To me Extend is like a metamagic, so why wouldn't it work for the Alchemist's "spells"? I realize that potions are a big part of the Alchemist, especially now that they get brew potion for free, but even brewing potions is costly, Especially compared to wands and other spell casters.

Does the extended splash radius of explosive bomb work with other bomb types? I know in specifically states that bomb discovery do not stack unless specifically stated, but the wording is a little funny and I could see the argument either way. it doesn't bother me if it doesn't transfer, but it would be awesome if it did.


MaverickWolf wrote:
Extend/Eternal was clarified in the first playtest to only apply to actual potions, not to extracts or mutagens. I'm not sure on the Explosive Bomb things though.

Where exactly was this clarified? I realize in the description that it specifically states potion, but extracts are potions are they not? In my opinion this extend potion is like a metamagic. I don't know why it wouldn't work on the Alchemists "spells".


Jason Bulmahn wrote:
Pg 7: The sticky bomb discovery was changed. On the round after a direct hit it now deals damage equal to its splash. It does not repeat the full damage.

Is there a reflex save involved for this damage like the splash or no?


Quandary wrote:

Discoveries:

Extend/Eternal Potion: Should this also apply to Extracts and Mutagens? It seems plausible to me.

Explosive Bomb: The radius increase seems relevant and useful to all the bombs, but it seems like the 'catching on Fire' bit should be restricted to the standard bomb (or 'fire bomb', which isn't specifically named)... Or else generalize the text to be appropriate to any of the variant energy-type bombs.

These are 2 questions I've been wondering since the first playtest. Any answers?

Me and my dm have been allowing the extend/eternal to work on extracts... not mutagens though

The increased splash range I was curious about but I just figured it was part of that bomb and not the others unless specified otherwise.


"As long as the alchemist is 2nd level or higher, he/she can work a lot of poison attacks into what he/she does in combat and still be very effective, particularly when combined with the mutagen to get an extra to hit bonus."

Poisons are still pretty easy saves arn't they?

I'm pretty sure most DM's would either not allow this, or make there monsters immune/resistant to fire(at least thats what most of my DM's would do).

I wouldn't build this char specifically because some of the other discoveries are just to awesome. Combine extract is sweet. Does the extend potion work on extracts? and if so can you extend a combined potion/extract?


I found it... and This version fixes pretty much all that I was concerned about. Thank you Paizo for listening to your customers.


Is there a new list of discoveries out?


Scipion del Ferro wrote:

Your extracts will really help boost your defense. Shield, Barkskin, and the like. You might try and get an item that let's you fly soon as well. Cloak of Resistances are always good. Using money for sticky poisons at level 8 is fun.

Extracts and bomb throwing aren't effected by spell failure so using feats for armor proficiency isn't a bad idea either. Actually a level dip into fighter would be a good idea if you want to be a full plate, tower shield wielding bombardier wading through battle.

Also why do you have Quick Draw? Is your GM ruling that you can use it to draw bombs? Just curious.

I ask because the line "Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat." might cause a kink in this for some people.

I'm not familiar with Far Throw or Defensive Archery. Far Shot is a good one for reducing your range increment penalty.

Check out this thread as well, Magic Items for Alchemists

I didn't realize quick draw wasn't useful for potions. I thought it specifically said that you could draw potions. That really stomps on the alchemists abilities. That means drawing his extracts and consuming one is a full round action.

That makes me second guess the class all together. Thank you for pointing it out to me. I will have to consult with my Dm.


So I'm Building an pathfinder alchemist to play in a 3.5 dawnforge campaign... I've always had trouble choose equipment, so I'm asking for some help from the forum. I'd really like to get his AC pretty decent, since he will be running around the battle field throwing Bombs at close range since he is immune to his fire bombs.

10th level Tiefling Alchemist
Str:10
Dex:16
Con:13
Int:26
Wis:12
Cha:10

Fort:8
Reflex:11
Will:3

Immune to Fire and Poison

Feats: Point Blank shot, Far throw, Quick Draw, Defensive archery

If you need to know more, let me know.


Are the alchemist bombs spontaneous? I realize he has to prepare them but does he have to prepare so many regular bombs, and so many force bombs(assuming he has the discovery), or does he just prepare so many bombs and choose what type they are on the fly?


Hunterofthedusk wrote:

Killjoy much? This is pretty inventive, and although it would make the encounter boring for the DM, the players would probably be going wild at how their inventive tactics destroyed that guy. I don't think that taking a line of rules out of context would be grounds for houseruling out an ability though, Dizzy.

On a similar note, in 3.5 with the metamagic feat Delay Spell, this could also be done (albeit to a maximum or 5 rounds before hand) with a handful of spells. Best for an outdoors encounter against targets that haven't seen you yet.

I love creativity with spells...

This is more broken than creativity in my opinion.


"their method of creation prevents large volumes of explosive material from being created and stored"

As a DM, This line would make it not work, In my game at least. Very nice way to break a under powered class though... Congrats. Also a way to make a encounter boring... double congrats...


You kinda have to decide where your going with the class. Are you focusing on Bombs, Mutagens, extracts... You can also focus on poison but there is only on discovery for that and the feats that involve poison arn't really worth it.

If your focusing on bombs there are quite a few feat options. most of the ranged feats work. Point blank shot and far throw are awesome.


Let me first say that this class is what I’ve been looking for, with a few exceptions that shouldn’t be to hard to fix.

Anyway, I’ve been thinking about the bombs. I’ve read a lot on this forum about the limit being ridiculous and at first I didn’t think anything of the limit, but after some comparisons I realize that its not really the limit that bothers me, It’s the damage.

Compare a 10th level Alchemist Bomb to a 10th level Wizard Fireball. Damage wise there is no comparison. Its double the damage at 10d6 to a 20 ft radius. The Alchemist has to take a discovery to make his Bomb splash min damage to a 20ft radius. And the range again is no comparison. 400ft +40 per level compared to 10ft increments (this doesn’t bother me but I thought I would throw it in there for comparison sake). And finally, A full round action that provokes 2 attacks of opportunity vs a standard action that provokes 1?

The Wizard cannot pull off nearly as many fireballs as the Alchemist can pull off bombs in a day, but I Don’t think that’s a fair argument. The Alchemist can focus strictly on bombs, and with discoveries like the incendiary bomb, he might come close to pulling of as much damage with a single bomb as a wizards fireball, if the target stays within the cloud.

My suggestion to make the bombs more effective is to make them a swift action to activate, that does not provoke, and a standard to throw it. This allows the alchemist a little movement, so he’s not a sitting duck trying to use his main weapon, while enemies close in and surround him. At that point he is screwed because he is not immune to his bombs and his melee skills are pretty lame.

On another note, I think the Grenadier Feat from the PHB2 makes a lot more since then throw anything at first level… Just sayin.


wizard wrote:

Wow, you have opened up a whole new world for me. I can now have Alchemists become drug lords, and get whole populations of commoners get addicted to their drugs. This can become a whole 'drug war' scenario(s).

Yoiu could even take the leadership feat if your DM allowed you and have a bunch of junkies follow you around!


Hunterofthedusk wrote:
Question for those who allowed their player to put contact poison on the vial: How did they throw it without poisoning themselves? Mundane gloves have never really been taken into account and by the rules don't protect you, and you only get impunity from poison during the application process (until level 10), and even after level 10 you would still be wiping the poison off (by taking the dose of contact poison upon yourself) when you grab it to throw. The whole thing just seems rather goofy to me

Thats what the sticky poison discovery is for...


This is a great Post on the play test. I have been building an alchemist for a couple of weeks and have noticed many of the same problems with the class. The biggest one you mentioned was the scaling of alchemical Items. Poison's Save DC's seem ridiculous. I'm working on a 10th level alchemist, and the sticky poison discovery seems so tempting but at 10th level I would be lucky for a single failed save with all the attacks. The poison with the best save DC is 1,500gp. If you can make it and your DM allows the price to be halved your still paying 750gp for a single dose. Sticky poison allows you to use 1 dose for multiple hits but still not enough to be a key ability.

Most of the alchemical item's save DC's and Damage are low at higher levels. A bonus to them would make them useful at a higher levels.

I find that the Throw anything feat at first level is pretty useless. Grenadier ( D&D Players Handbook II ) makes allot more since!

The mad alchemist and Shape splash feats would be great discoveries or bonus feats.

I haven't really gotten into the mutagens yet but Lodiir was correct imo on most of his statements so I trust him. I'm going to show this post to my GM and see what he thinks.