Holy Guide

Glorne's page

462 posts. Organized Play character for philipjcormier.


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Grand Lodge

m human (ulfen) Hydrokineticist/7 [hp: 87/87] [init: +3; perc: +11] [AC: 18(22)/T: 13/FF: 15(19)] [saves: 12/10/7] [CMB: +6/CMD: 19(16)] [burn taken: 0/8] [non-lethal taken: 0/56]

You would think by now they would install a silent alarm button in his office that rang at the Guild. It would have a Magic Mouth like effect that would yell out.."Oh shit, oh shit something happened again.".

Grand Lodge

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m human (ulfen) Hydrokineticist/7 [hp: 87/87] [init: +3; perc: +11] [AC: 18(22)/T: 13/FF: 15(19)] [saves: 12/10/7] [CMB: +6/CMD: 19(16)] [burn taken: 0/8] [non-lethal taken: 0/56]

Many thanks. Please note that SoC gave me back the masterwork cold iron morningstar I loaned him.

Grand Lodge

m human (ulfen) Hydrokineticist/7 [hp: 87/87] [init: +3; perc: +11] [AC: 18(22)/T: 13/FF: 15(19)] [saves: 12/10/7] [CMB: +6/CMD: 19(16)] [burn taken: 0/8] [non-lethal taken: 0/56]

Your roll to recruit him reminded me there was a way you could marry into the Balkros family. Not sure if it was a boon or a PP thing. I hate getting old.

Grand Lodge

m human (ulfen) Hydrokineticist/7 [hp: 87/87] [init: +3; perc: +11] [AC: 18(22)/T: 13/FF: 15(19)] [saves: 12/10/7] [CMB: +6/CMD: 19(16)] [burn taken: 0/8] [non-lethal taken: 0/56]

possible Boon: 1d20 ⇒ 4

I win, I got the lowest!!!

Grand Lodge

m human (ulfen) Hydrokineticist/7 [hp: 87/87] [init: +3; perc: +11] [AC: 18(22)/T: 13/FF: 15(19)] [saves: 12/10/7] [CMB: +6/CMD: 19(16)] [burn taken: 0/8] [non-lethal taken: 0/56]

Glorne once again clenches his right fist. The cool, pale mist that constantly surrounds him flares in intensity around his fist. Glorne then thrusts his right palm forward and a beam if pure cold bursts forth...

ranged Touch vs. Blue: 1d20 + 8 + 2 + 3 ⇒ (17) + 8 + 2 + 3 = 30
possible Cold damage vs. Blue: 4d6 + 2 + 2 + 6 ⇒ (3, 6, 3, 4) + 2 + 2 + 6 = 26
SR check (if needed) vs. Blue: 1d20 + 7 + 2 ⇒ (8) + 7 + 2 = 17

Grand Lodge

m human (ulfen) Hydrokineticist/7 [hp: 87/87] [init: +3; perc: +11] [AC: 18(22)/T: 13/FF: 15(19)] [saves: 12/10/7] [CMB: +6/CMD: 19(16)] [burn taken: 0/8] [non-lethal taken: 0/56]

Did the human save against the Slick/Grease?

Grand Lodge

m human (ulfen) Hydrokineticist/7 [hp: 87/87] [init: +3; perc: +11] [AC: 18(22)/T: 13/FF: 15(19)] [saves: 12/10/7] [CMB: +6/CMD: 19(16)] [burn taken: 0/8] [non-lethal taken: 0/56]

Glorne once again clenches his right fist. The cool, pale mist that constantly surrounds him flares in intensity around his fist. Glorne then thrusts his right palm forward and a beam if pure cold bursts forth...

ranged Touch vs. Blue: 1d20 + 8 + 2 + 3 ⇒ (3) + 8 + 2 + 3 = 16
possible Cold damage vs. Blue: 4d6 + 2 + 2 + 6 ⇒ (3, 3, 2, 2) + 2 + 2 + 6 = 20
SR check (if needed) vs. Blue: 1d20 + 7 + 2 ⇒ (13) + 7 + 2 = 22

Glorne is using the Slick(SP) ability against Blue this round. No increase in Burn.

Slick(sp):
utility; burn:0; Saving Throw: Reflex (dc=16)) as GREASE spell; last 1 round, except 1 burn on start of next turn to extend to 1 min/level.

Grease:
(School: conjuration (creation)) Casting Time: 1 standard action Components: V, S, M (butter) Range: close (25 ft. + 5 ft./2 levels) Target: one object or 10-ft. square Duration: 1 min./level (D) Saving Throw: see text Spell Resistance: no
Description: A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures that do not move on their turn do not need to make this check and are not considered flat-footed. The spell can also be used to create a greasy coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature requires its bearer to make a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and combat maneuver checks made to escape a grapple, and to their CMD to avoid being grappled.

Grand Lodge

m human (ulfen) Hydrokineticist/7 [hp: 87/87] [init: +3; perc: +11] [AC: 18(22)/T: 13/FF: 15(19)] [saves: 12/10/7] [CMB: +6/CMD: 19(16)] [burn taken: 0/8] [non-lethal taken: 0/56]

Glorne moves into the room and clenches his right fist. The cool, pale mist that constantly surrounds him flares in intensity around his fist. Glorne then thrusts his right palm forward and a beam if pure cold bursts forth...

ranged Touch vs. Blue: 1d20 + 8 + 2 + 2 + 3 ⇒ (2) + 8 + 2 + 2 + 3 = 17
possible Cold damage vs. Blue: 4d6 + 2 + 2 + 6 ⇒ (1, 2, 2, 2) + 2 + 2 + 6 = 17 +50%
SR check (if needed) vs. Blue: 1d20 + 7 + 2 ⇒ (12) + 7 + 2 = 21

Used Metakinesis so Glorne takes another point of burn.

Grand Lodge

m human (ulfen) Hydrokineticist/7 [hp: 87/87] [init: +3; perc: +11] [AC: 18(22)/T: 13/FF: 15(19)] [saves: 12/10/7] [CMB: +6/CMD: 19(16)] [burn taken: 0/8] [non-lethal taken: 0/56]

Could someone be kind enough to point out what bonuses/buffs, if any, are currently applied to Glorne.

Grand Lodge

m human (ulfen) Hydrokineticist/7 [hp: 87/87] [init: +3; perc: +11] [AC: 18(22)/T: 13/FF: 15(19)] [saves: 12/10/7] [CMB: +6/CMD: 19(16)] [burn taken: 0/8] [non-lethal taken: 0/56]

As a precaution, Glorne reaches into his belt pouch and pulls out his Ioun Torch. "Bright Light, Bright Light.", he whispers and releases the Ioun Torch to start circling his head.

Looking at the others, he says "You never know when the lights can go out."

Glorne is ready to go. Again, Ioun Torch is Heightened to 6L.

Grand Lodge

m human (ulfen) Hydrokineticist/7 [hp: 87/87] [init: +3; perc: +11] [AC: 18(22)/T: 13/FF: 15(19)] [saves: 12/10/7] [CMB: +6/CMD: 19(16)] [burn taken: 0/8] [non-lethal taken: 0/56]

Still down 25 atm.

Grand Lodge

m human (ulfen) Hydrokineticist/7 [hp: 87/87] [init: +3; perc: +11] [AC: 18(22)/T: 13/FF: 15(19)] [saves: 12/10/7] [CMB: +6/CMD: 19(16)] [burn taken: 0/8] [non-lethal taken: 0/56]

Glorne retrieves 2 potions of CLW from his Handy Haversack and consumes them on the way there. Upon arriving, he draws his new morningstar.

CLW vs. Self: 1d8 + 1 ⇒ (1) + 1 = 2
CLW vs. Self: 1d8 + 1 ⇒ (4) + 1 = 5

As a reminder, Son still has my masterwork Cold Iron morningstar.

Grand Lodge

m human (ulfen) Hydrokineticist/7 [hp: 87/87] [init: +3; perc: +11] [AC: 18(22)/T: 13/FF: 15(19)] [saves: 12/10/7] [CMB: +6/CMD: 19(16)] [burn taken: 0/8] [non-lethal taken: 0/56]

Added the Inspire Courage, forgot about the Seance Boon. PBS doesn't apply because the pit is 30' deep plus 10' throw.

Grand Lodge

m human (ulfen) Hydrokineticist/7 [hp: 87/87] [init: +3; perc: +11] [AC: 18(22)/T: 13/FF: 15(19)] [saves: 12/10/7] [CMB: +6/CMD: 19(16)] [burn taken: 0/8] [non-lethal taken: 0/56]

Round #1: No Move.

Acid flask(range Touch) vs. Tree Thing: 1d20 + 8 + 1 + 2 ⇒ (7) + 8 + 1 + 2 = 18
possible Acid damage vs. Tree Thing: 1d8 + 1 + 2 ⇒ (5) + 1 + 2 = 8

Round #2: No Move.

Acid flask(range Touch) vs. Tree Thing: 1d20 + 8 + 1 + 2 ⇒ (19) + 8 + 1 + 2 = 30
possible Acid damage vs. Tree Thing: 1d8 + 1 + 2 ⇒ (2) + 1 + 2 = 5

Sorry for the delay. Just got back with computer from the shop.

Grand Lodge

m human (ulfen) Hydrokineticist/7 [hp: 87/87] [init: +3; perc: +11] [AC: 18(22)/T: 13/FF: 15(19)] [saves: 12/10/7] [CMB: +6/CMD: 19(16)] [burn taken: 0/8] [non-lethal taken: 0/56]

Glorne moves over to stand near his teammates.

On my tablet until Friday. Please move me just South of Faliana.

Grand Lodge

m human (ulfen) Hydrokineticist/7 [hp: 87/87] [init: +3; perc: +11] [AC: 18(22)/T: 13/FF: 15(19)] [saves: 12/10/7] [CMB: +6/CMD: 19(16)] [burn taken: 0/8] [non-lethal taken: 0/56]

Glorne takes a 5' step back away from the pit so he doesn't fall in and waits for the creature to emerge or the pit to disappear.

Grand Lodge

m human (ulfen) Hydrokineticist/7 [hp: 87/87] [init: +3; perc: +11] [AC: 18(22)/T: 13/FF: 15(19)] [saves: 12/10/7] [CMB: +6/CMD: 19(16)] [burn taken: 0/8] [non-lethal taken: 0/56]

I would try Glitterdust, then burning hands.

Glad at least the morningstar worked. That's about all I have.

I was going to toss Alchemist Fired down the pit, but I seem to be out.

Grand Lodge

m human (ulfen) Hydrokineticist/7 [hp: 87/87] [init: +3; perc: +11] [AC: 18(22)/T: 13/FF: 15(19)] [saves: 12/10/7] [CMB: +6/CMD: 19(16)] [burn taken: 0/8] [non-lethal taken: 0/56]

Glorne draws his morningstar as he steps forward 5' and attacks...

+1 Cold Iron morningstar vs. Tree Thing: 1d20 + 8 + 2 ⇒ (16) + 8 + 2 = 26
possible damage vs. Tree Thing: 1d8 + 2 + 2 ⇒ (4) + 2 + 2 = 8

Grand Lodge

m human (ulfen) Hydrokineticist/7 [hp: 87/87] [init: +3; perc: +11] [AC: 18(22)/T: 13/FF: 15(19)] [saves: 12/10/7] [CMB: +6/CMD: 19(16)] [burn taken: 0/8] [non-lethal taken: 0/56]

Addin the Slick ability to my blast. It works like the Grease spell if the blast hits. Yes it is being cast underneath.

Grand Lodge

m human (ulfen) Hydrokineticist/7 [hp: 87/87] [init: +3; perc: +11] [AC: 18(22)/T: 13/FF: 15(19)] [saves: 12/10/7] [CMB: +6/CMD: 19(16)] [burn taken: 0/8] [non-lethal taken: 0/56]

Glorne moves forward, raises his right fist causing his cool, pale mist to flare up to concentrate around it. He then turns his head sideways with a curious grin and points his right palm at the tree-like creature...

ranged Touch attack vs. Yangethe: 1d20 + 8 + 1 + 2 + 2 ⇒ (16) + 8 + 1 + 2 + 2 = 29
possible Cold damage vs. Yangethe: 4d6 + 2 + 1 + 2 + 4 ⇒ (6, 4, 3, 2) + 2 + 1 + 2 + 4 = 24
SR(if needed) vs. Yangethe: 1d20 + 7 + 2 ⇒ (11) + 7 + 2 = 20

Applying: Point=Blank and Precise Shot feats, Inspire Courage, and Elemental Overflow. This turn I am applying the Slick ability as well.

Slick(SP):
utility; burn:0; Saving Throw: Reflex (dc=16)) as GREASE spell; last 1 round, except 1 burn on start of next turn to extend to 1 min/level.

Grease:
Grease (School: conjuration (creation)) Casting Time: 1 standard action Components: V, S, M (butter) Range: close (25 ft. + 5 ft./2 levels) Target: one object or 10-ft. square Duration: 1 min./level (D) Saving Throw: see text Spell Resistance: no
Description: A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures that do not move on their turn do not need to make this check and are not considered flat-footed. The spell can also be used to create a greasy coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature requires its bearer to make a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and combat maneuver checks made to escape a grapple, and to their CMD to avoid being grappled.

Grand Lodge

m human (ulfen) Hydrokineticist/7 [hp: 87/87] [init: +3; perc: +11] [AC: 18(22)/T: 13/FF: 15(19)] [saves: 12/10/7] [CMB: +6/CMD: 19(16)] [burn taken: 0/8] [non-lethal taken: 0/56]

For some reason I thought there was an NPC with a wand.

Grand Lodge

m human (ulfen) Hydrokineticist/7 [hp: 87/87] [init: +3; perc: +11] [AC: 18(22)/T: 13/FF: 15(19)] [saves: 12/10/7] [CMB: +6/CMD: 19(16)] [burn taken: 0/8] [non-lethal taken: 0/56]

Still here, just not much to add. Everything is being discovered at a higher score than he can generate, or, more often than not, is not something he can do, skill-wise.

Was there any healing passed around? I have 2 potions of CLW, but nothing else without triggering more Burn.

Wait. Just noticed the Sense Motive option to the Knowledge(Arcana) check. Let me try that.

Sense Motive vs. DC=17+: 1d20 + 12 ⇒ (1) + 12 = 13

Or not

Grand Lodge

m human (ulfen) Hydrokineticist/7 [hp: 87/87] [init: +3; perc: +11] [AC: 18(22)/T: 13/FF: 15(19)] [saves: 12/10/7] [CMB: +6/CMD: 19(16)] [burn taken: 0/8] [non-lethal taken: 0/56]

Always Grand Lodge. I have not played #35 or #3-07 with any character. #6-02 was played with a different character.

I would like to purchase a +1 Cold Iron Morningstar(4,316 GP), and 2 new Alchemist Fires(40 GP). Leaves me with 4,753 GP from starting money. If that's ok.

Also, Morningstar is a Simple Weapon. Most classes can use it. Flail is Martial.

Grand Lodge

m human (ulfen) Hydrokineticist/7 [hp: 87/87] [init: +3; perc: +11] [AC: 18(22)/T: 13/FF: 15(19)] [saves: 12/10/7] [CMB: +6/CMD: 19(16)] [burn taken: 0/8] [non-lethal taken: 0/56]

LOL. Didn't notice that the first time and just copied/pasted the second time. I assume the first roll is too late, so the correct dice roll is....

range Touch attack vs. Swarm: 1d20 + 8 + 1 + 1 + 2 ⇒ (9) + 8 + 1 + 1 + 2 = 21

Grand Lodge

m human (ulfen) Hydrokineticist/7 [hp: 87/87] [init: +3; perc: +11] [AC: 18(22)/T: 13/FF: 15(19)] [saves: 12/10/7] [CMB: +6/CMD: 19(16)] [burn taken: 0/8] [non-lethal taken: 0/56]

Glorne concentrates as he reaches over his shoulder to draw a flask out of his Handy Haversack. He then throws it at one of the swarms....

range Touch attack vs. Swarm: 8 + 1 + 1 = 10
possible Fire damage vs. Swarm: 1d6 + 1 ⇒ (1) + 1 = 2

Target is the "X". Applying Bless, Point-Blank and Precise Shot feats.

Grand Lodge

m human (ulfen) Hydrokineticist/7 [hp: 87/87] [init: +3; perc: +11] [AC: 18(22)/T: 13/FF: 15(19)] [saves: 12/10/7] [CMB: +6/CMD: 19(16)] [burn taken: 0/8] [non-lethal taken: 0/56]

Glorne concentrates as he reaches over his shoulder to draw a flask out of his Handy Haversack. He then throws it at one of the swarms....

range Touch attack vs. Swarm(#2): 8 + 1 + 1 = 10
possible Fire damage vs. Swarm(#2): 1d6 + 1 ⇒ (6) + 1 = 7

Target is Teal "X". Applying Bless, Point-Blank and Precise Shot feats.

Grand Lodge

m human (ulfen) Hydrokineticist/7 [hp: 87/87] [init: +3; perc: +11] [AC: 18(22)/T: 13/FF: 15(19)] [saves: 12/10/7] [CMB: +6/CMD: 19(16)] [burn taken: 0/8] [non-lethal taken: 0/56]

Glorne raises his right fist to chest height. The cool, pale mist flares brightly and concentrates into the fist. Glorne then points his palm towards the floor and a ray of pure cold bursts forth into the swarm...

Kinetic Blast(ranged Touch) vs. Swarm: 1d20 + 8 + 2 + 1 + 1 ⇒ (9) + 8 + 2 + 1 + 1 = 21
possible Cold damage vs. Swarm: 4d6 + 1 + 4 ⇒ (3, 3, 4, 6) + 1 + 4 = 21 +50%
SR vs. Swarm(if needed): 1d20 + 7 + 2 ⇒ (11) + 7 + 2 = 20

Applied Point-Blank and Precise Shot feats to attack/damage; Bless to attack; Elemental Overflow to attack/damage; Spell Penetration feat to SR check. I am adding Metakinesis.

Metakinesis:
Metakinesis (Su): At 5th level, a kineticist gains the ability to alter her kinetic blasts as if with metamagic feats by accepting burn. By accepting 1 point of burn, she can empower her kinetic blast (as if using Empower Spell). At 9th level, by accepting 2 points of burn, she can maximize her kinetic blast as if using Maximize Spell.

Grand Lodge

m human (ulfen) Hydrokineticist/7 [hp: 87/87] [init: +3; perc: +11] [AC: 18(22)/T: 13/FF: 15(19)] [saves: 12/10/7] [CMB: +6/CMD: 19(16)] [burn taken: 0/8] [non-lethal taken: 0/56]

I just noticed the Fortitude saves where reducing the damage somewhat. Would it be possible to get a current HP loss on the character for accurate bookkeeping, please. Very important for me especially due to Burn. Thank you.

Also, is the SR check needed? Just asking to shorten my posts a little.

Grand Lodge

m human (ulfen) Hydrokineticist/7 [hp: 87/87] [init: +3; perc: +11] [AC: 18(22)/T: 13/FF: 15(19)] [saves: 12/10/7] [CMB: +6/CMD: 19(16)] [burn taken: 0/8] [non-lethal taken: 0/56]

Let my post stand. This way you only have to 5' step to get to it and the one is still on me. I can take a few more hits easy.

Grand Lodge

m human (ulfen) Hydrokineticist/7 [hp: 87/87] [init: +3; perc: +11] [AC: 18(22)/T: 13/FF: 15(19)] [saves: 12/10/7] [CMB: +6/CMD: 19(16)] [burn taken: 0/8] [non-lethal taken: 0/56]

"Not quite a mace, but give this a try." calls out Glorne as he draws and tosses his masterwork, cold iron morningstar towards Son of Cayden. He then steps 5' to the left to get closer to the second swarm(#3 on the map).

Pretty sure that's a move to draw and a standard to throw.

Grand Lodge

m human (ulfen) Hydrokineticist/7 [hp: 87/87] [init: +3; perc: +11] [AC: 18(22)/T: 13/FF: 15(19)] [saves: 12/10/7] [CMB: +6/CMD: 19(16)] [burn taken: 0/8] [non-lethal taken: 0/56]

If I may offer a suggestion: when they expand into swarm form, stretch to token into a 10'x10' size, then increase the transparency.

I can do that if you wish.

Grand Lodge

m human (ulfen) Hydrokineticist/7 [hp: 87/87] [init: +3; perc: +11] [AC: 18(22)/T: 13/FF: 15(19)] [saves: 12/10/7] [CMB: +6/CMD: 19(16)] [burn taken: 0/8] [non-lethal taken: 0/56]

2nd attempt at this post. First one got ate somehow.

Glorne raises his right fist to chest height. The cool, pale mist flares brightly and concentrates into the fist. Glorne then points his palm towards the floor and a ray of pure cold bursts forth into the swarm...

Kinetic Blast(ranged Touch) vs. Swarm: 1d20 + 8 + 1 + 1 + 1 ⇒ (16) + 8 + 1 + 1 + 1 = 27
possible Cold damage vs. Swarm: 4d6 + 1 + 2 ⇒ (6, 1, 2, 3) + 1 + 2 = 15
SR vs. Swarm(if needed): 1d20 + 7 + 2 ⇒ (2) + 7 + 2 = 11

Applied Point-Blank and Precise Shot feats to attack/damage; Bless to attack; Elemental Overflow to attack/damage; Spell Penetration feat to SR check.

Kinetic Blast:
Kinetic Blast(SP): At 1st level, a kineticist gains a kinetic blast wild talent of her choice. This kinetic blast must be a simple blast that matches her element. As a standard action, the kineticist can unleash a kinetic blast at a single target up to a range of 30 feet. She must have at least one hand free to aim the blast (or one prehensile appendage, if she doesn’t have hands). All damage from a kinetic blast is treated as magic for the purpose of bypassing damage reduction. Kinetic blasts count as a type of weapon for the purpose of feats such as Weapon Focus. The kineticist is never considered to be wielding or gripping the kinetic blast (regardless of effects from form infusions; see Infusion on page 12), and she can’t use Vital Strike feats with kinetic blasts. Even the weakest kinetic blast involves a sizable mass of elemental matter or energy, so kinetic blasts always deal full damage to swarms of any size (though only area blasts deal extra damage to swarms). A readied kinetic blast can be used to counterspell any spell of equal or lower level that shares its descriptor. A kinetic blast that deals energy damage of any type (including force) has the corresponding descriptor.

Cold Blast:
Cold Blast(SP):range touch; 4d6+1/2 con; 30'; All damage from a kinetic blast is treated as magic for the purpose of bypassing damage reduction; SR applies to cold blast.

Elemental Overflow:
Elemental Overflow (Ex): At 3rd level, a kineticist’s body surges with energy from her chosen element whenever she accepts burn, causing her to glow with a nimbus of fire, weep water from her pores, or experience some other thematic effect. In addition, she receives a bonus on her attack rolls with kinetic blasts equal to the total number of points of burn she currently has, to a maximum bonus of +1 for every 3 kineticist levels she possesses. She also receives a bonus on damage rolls with her kinetic blast equal to double the bonus on attack rolls. The kineticist can suppress the visual effects of elemental overflow by concentrating for 1 full round, but doing so suppresses all of this ability’s other benefits, as well. The next time the kineticist uses any wild talent, the visual effects and benefits return instantly. As a kineticist’s body becomes more and more suffused with her element, she begins to gain more powerful benefits. Starting at 6th level, whenever she has at least 3 points of burn, the kineticist gains a +2 size bonus to two physical ability scores of her choice. She also gains a chance to ignore the effects of a critical hit or sneak attack equal to 5% × her current number of points of burn.

Bad roll on the SR check. Going to use my re-roll on that.

SR vs. Swarm(if needed): 1d20 + 7 + 2 ⇒ (1) + 7 + 2 = 10

Figures

Grand Lodge

m human (ulfen) Hydrokineticist/7 [hp: 87/87] [init: +3; perc: +11] [AC: 18(22)/T: 13/FF: 15(19)] [saves: 12/10/7] [CMB: +6/CMD: 19(16)] [burn taken: 0/8] [non-lethal taken: 0/56]

Little confused. Is the "swarm" in the same squares as the 4 of us now? Did we all take the 4 points of damage?

Also, stupid question time, does Bless effect "sp" abilities?

Grand Lodge

m human (ulfen) Hydrokineticist/7 [hp: 87/87] [init: +3; perc: +11] [AC: 18(22)/T: 13/FF: 15(19)] [saves: 12/10/7] [CMB: +6/CMD: 19(16)] [burn taken: 0/8] [non-lethal taken: 0/56]

The Ioun Torch had Continual Flame re-cast on it at the Heightened Level. Should be permanent as normal.

From Archives of Nethys:

Continual Flame
Source PRPG Core Rulebook pg. 260
School evocation [light]; Level adept 3, arcanist 2, cleric 3, inquisitor 3, occultist 2, oracle 3, psychic 3, sorcerer 2, warpriest 3, wizard 2
Casting
Casting Time 1 standard action
Components V, S, M (ruby dust worth 50 gp)
Effect
Range touch
Target object touched
Effect magical, heatless flame
Duration permanent
Saving Throw none; Spell Resistance no
Description
A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered and hidden but not smothered or quenched.

Light spells counter and dispel darkness spells of an equal or lower level.

Grand Lodge

m human (ulfen) Hydrokineticist/7 [hp: 87/87] [init: +3; perc: +11] [AC: 18(22)/T: 13/FF: 15(19)] [saves: 12/10/7] [CMB: +6/CMD: 19(16)] [burn taken: 0/8] [non-lethal taken: 0/56]

Glorne follows the bard, looking around carefully as he does...

Perception: 1d20 + 11 ⇒ (2) + 11 = 13

"Ohh....look at all the pretty flowers."

Grand Lodge

m human (ulfen) Hydrokineticist/7 [hp: 87/87] [init: +3; perc: +11] [AC: 18(22)/T: 13/FF: 15(19)] [saves: 12/10/7] [CMB: +6/CMD: 19(16)] [burn taken: 0/8] [non-lethal taken: 0/56]

Knowledge(Nature): 1d20 + 11 ⇒ (9) + 11 = 20

"Oh, see the odd color on the tips of the vines...that usually means they are poisonous. I carry a couple of antitoxins for those who have trouble enduring poisons and such."

Grand Lodge

m human (ulfen) Hydrokineticist/7 [hp: 87/87] [init: +3; perc: +11] [AC: 18(22)/T: 13/FF: 15(19)] [saves: 12/10/7] [CMB: +6/CMD: 19(16)] [burn taken: 0/8] [non-lethal taken: 0/56]

Looked at my chronicle again. The Continual Flame that was cast at a Heightened level was 6L not 4L.

Grand Lodge

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m human (ulfen) Hydrokineticist/7 [hp: 87/87] [init: +3; perc: +11] [AC: 18(22)/T: 13/FF: 15(19)] [saves: 12/10/7] [CMB: +6/CMD: 19(16)] [burn taken: 0/8] [non-lethal taken: 0/56]

I put Glorne's powers in spoilers as he uses them since not all GM's, and some players, are not familiar with the Kineticist class features. Everything is copy/paste from my character sheet which was created by copy/paste from Archives of Nethys. If you have questions and/or notice any mistakes, please mention here and not in Gameplay to keep the game flowing.

Grand Lodge

m human (ulfen) Hydrokineticist/7 [hp: 87/87] [init: +3; perc: +11] [AC: 18(22)/T: 13/FF: 15(19)] [saves: 12/10/7] [CMB: +6/CMD: 19(16)] [burn taken: 0/8] [non-lethal taken: 0/56]

A 6'2, 200# Ulfen steps to the door as well. He reaches into a belt pouch, draws forth an Ioun Torch, and whispers..."Bright Light, Bright Light.", then he releases it.

Glorne then raises his hands to his sides, pulling them slowly together. The pale, cool mist that constantly clings to his body no matter how hot it may be, flares to life, consolidates between his hands, and expands into a floating shield of ice that starts to float around him.

"I am called Glorne. It will be my pleasure to accompany you today. Shall we begin."

Ioun Torch was Heighned to 4L at the end of last mission by a fellow player.

Shroud of Water:
DEFENSE WILD ABILITY: Shroud of Water:(SU); You surround yourself with a shroud of water, ice, or both that protects you from harm. The shroud can either cover your body, functioning as armor, or float around you and block attacks, functioning as a shield. It grants either a +4 armor bonus to AC or a +2 shield bonus to AC, and you can change the type of bonus as a standard action. This bonus increases by 1 for every 4 kineticist levels you possess beyond 2nd. By accepting 1 point of burn, you can increase the bonus by 1 until the next time your burn is removed. You can increase the bonus multiple times in this way, but it can’t be increased by more than 50% of its starting value. When you change the shroud to grant a shield bonus, any bonus in excess of this limit doesn’t apply, but it remains if you change the shroud’s bonus type again. Whenever you accept burn while using a water wild talent, the water coalescing around you allows your shroud to grant both the armor bonus and the shield bonus for 1 round. You can dismiss or restore this effect as an immediate action. Shield AC=+4 and I am taking 1 point of Burn.

Burn:
Burn (ex): At 1st level, a kineticist can overexert herself to channel more power than normal, pushing past the limit of what is safe for her body by accepting burn. Some of her wild talents allow her to accept burn in exchange for a greater effect, while others require her to accept a certain amount of burn to use that talent at all. For each point of burn she accepts, a kineticist takes 1 point of nonlethal damage per character level. This damage can’t be healed by any means other than getting a full night’s rest, which removes all burn and associated nonlethal damage. Nonlethal damage from burn can’t be reduced or redirected, and a kineticist incapable of taking nonlethal damage can’t accept burn. A kineticist can accept only 1 point of burn per round. This limit rises to 2 points of burn at 6th level, and rises by 1 additional point every 3 levels thereafter. A kineticist can’t choose to accept burn if it would put her total number of points of burn higher than 3 + her Constitution modifier (though she can be forced to accept more burn from a source outside her control). A kineticist who has accepted burn never benefits from abilities that allow her to ignore or alter the effects she receives from nonlethal damage.

Grand Lodge

m human (ulfen) Hydrokineticist/7 [hp: 87/87] [init: +3; perc: +11] [AC: 18(22)/T: 13/FF: 15(19)] [saves: 12/10/7] [CMB: +6/CMD: 19(16)] [burn taken: 0/8] [non-lethal taken: 0/56]

PC Name: philipjcormier
Character name: Glorne
PFS #: 55792-7
Faction: Grand Lodge
Speed: normal
Day job if you got them.: None

Personally, I think Take:10 and Take: 20 are lame. The random roll of the dice is what makes the game a game. Otherwise, we are all just sitting here telling a story.

Glorne is primarily a ranged attacker, but has been the solo melee on several occasions.

Grand Lodge

m human (ulfen) Hydrokineticist/7 [hp: 87/87] [init: +3; perc: +11] [AC: 18(22)/T: 13/FF: 15(19)] [saves: 12/10/7] [CMB: +6/CMD: 19(16)] [burn taken: 0/8] [non-lethal taken: 0/56]

Chronicle looks good. Many thanks Lady Ladile. See the rest of you around.

Grand Lodge

m human (ulfen) Hydrokineticist/7 [hp: 87/87] [init: +3; perc: +11] [AC: 18(22)/T: 13/FF: 15(19)] [saves: 12/10/7] [CMB: +6/CMD: 19(16)] [burn taken: 0/8] [non-lethal taken: 0/56]

Yes, I am playing Normal track.

Glorne does not have a Day Job.

The Heightened Continual Flame will be going on my Ioun Torch if that's ok.

Grand Lodge

m human (ulfen) Hydrokineticist/7 [hp: 87/87] [init: +3; perc: +11] [AC: 18(22)/T: 13/FF: 15(19)] [saves: 12/10/7] [CMB: +6/CMD: 19(16)] [burn taken: 0/8] [non-lethal taken: 0/56]

*KNOCK**KNOCK*

Is anyone out there?

GM Helikon?

Grand Lodge

m human (ulfen) Hydrokineticist/7 [hp: 87/87] [init: +3; perc: +11] [AC: 18(22)/T: 13/FF: 15(19)] [saves: 12/10/7] [CMB: +6/CMD: 19(16)] [burn taken: 0/8] [non-lethal taken: 0/56]

I like the Ioun Torches myself. Frees up your hands. Looks cool too.

Grand Lodge

m human (ulfen) Hydrokineticist/7 [hp: 87/87] [init: +3; perc: +11] [AC: 18(22)/T: 13/FF: 15(19)] [saves: 12/10/7] [CMB: +6/CMD: 19(16)] [burn taken: 0/8] [non-lethal taken: 0/56]

"What my companions have presented is the truth. You have my word as a fellow Ulfen that this is so."

Diplomacy: 1d20 + 11 ⇒ (18) + 11 = 29

Grand Lodge

m human (ulfen) Hydrokineticist/7 [hp: 87/87] [init: +3; perc: +11] [AC: 18(22)/T: 13/FF: 15(19)] [saves: 12/10/7] [CMB: +6/CMD: 19(16)] [burn taken: 0/8] [non-lethal taken: 0/56]

Not sure how we would list that on my character sheets. Would the GM list the 50 GP spent from my amount and list it as the spell being cast? How can I inform other GM's that it was done?

Grand Lodge

m human (ulfen) Hydrokineticist/7 [hp: 87/87] [init: +3; perc: +11] [AC: 18(22)/T: 13/FF: 15(19)] [saves: 12/10/7] [CMB: +6/CMD: 19(16)] [burn taken: 0/8] [non-lethal taken: 0/56]

If it's legal, and possible, for you to do so, I'll take one on my Ioun Torch.

Grand Lodge

m human (ulfen) Hydrokineticist/7 [hp: 87/87] [init: +3; perc: +11] [AC: 18(22)/T: 13/FF: 15(19)] [saves: 12/10/7] [CMB: +6/CMD: 19(16)] [burn taken: 0/8] [non-lethal taken: 0/56]

I assume the Grey line is the path of the Fire Breath.

Reflex vs. DC=20: 1d20 + 10 ⇒ (15) + 10 = 25

Glorne takes 10 Fire damage.

Glorne raises his right hand towards the bones. The pale, cool mist that constantly surrounds him flares up in intensity, consolidates around his hand and a beam of pure cold bursts forth...

ranged Touch vs. Bones: 1d20 + 5 + 1 + 3 ⇒ (16) + 5 + 1 + 3 = 25
possible Cold damage vs. Bones: 3d6 + 5 + 1 + 6 ⇒ (3, 4, 1) + 5 + 1 + 6 = 20 +50%
Spell Resistance Check (if needed): 1d20 + 6 ⇒ (10) + 6 = 16

Using Kinetic Blast with Point-Blank and Precise Shot feats, with Elemental Overflow and Metakinesis abilities applied as well.

Grand Lodge

m human (ulfen) Hydrokineticist/7 [hp: 87/87] [init: +3; perc: +11] [AC: 18(22)/T: 13/FF: 15(19)] [saves: 12/10/7] [CMB: +6/CMD: 19(16)] [burn taken: 0/8] [non-lethal taken: 0/56]

Glorne moves forward and raises his right hand towards the bones. The pale, cool mist that constantly surrounds him flares up in intensity, consolidates around his hand and a beam of pure cold bursts forth...

ranged Touch vs. Bones: 1d20 + 5 + 1 + 2 ⇒ (3) + 5 + 1 + 2 = 11
possible Cold damage vs. Bones: 3d6 + 5 + 1 + 4 ⇒ (1, 6, 4) + 5 + 1 + 4 = 21
Spell Resistance Check (if needed): 1d20 + 6 ⇒ (2) + 6 = 8

Using Kinetic Blast with Point-Blank and Precise Shot feats, and Elemental Overflow. I am not using Metakinesis this time.

Grand Lodge

m human (ulfen) Hydrokineticist/7 [hp: 87/87] [init: +3; perc: +11] [AC: 18(22)/T: 13/FF: 15(19)] [saves: 12/10/7] [CMB: +6/CMD: 19(16)] [burn taken: 0/8] [non-lethal taken: 0/56]

Glorne moves forward and raises his right hand towards the bones. The pale, cool mist that constantly surrounds him flares up in intensity, consolidates around his hand and a beam of pure cold bursts forth...

ranged Touch vs. Bones: 1d20 + 5 + 1 + 2 ⇒ (12) + 5 + 1 + 2 = 20
possible Cold damage vs. Bones: 3d6 + 5 + 1 + 4 ⇒ (5, 4, 1) + 5 + 1 + 4 = 20 +50%
Spell Resistance Check (if needed): 1d20 + 6 ⇒ (18) + 6 = 24

Using Kinetic Blast with Point-Blank and Precise Shot feats, with Elemental Overflow and Metakinesis abilities applied as well. If you need details let me know or look on my sheet.

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