Quilindra

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1,460 posts. Alias of hallowsinder.


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Status:
Warlord 9 HP 251/251 | AC 46 | T 29 | FF 38 | F +33 | R +34 | W +32 | Init +11 | Per +32 | SR 28

Hello, I got invited via PM. Nice to meet you, here are my stat rolls, as Kabular was eager to see them. :P

4d6: 4d6 ⇒ (6, 3, 5, 2) = 16
4d6: 4d6 ⇒ (1, 1, 1, 5) = 8
4d6: 4d6 ⇒ (4, 4, 6, 6) = 20
4d6: 4d6 ⇒ (1, 3, 4, 6) = 14
4d6: 4d6 ⇒ (4, 3, 6, 4) = 17
4d6: 4d6 ⇒ (4, 3, 1, 3) = 11

16, 14, 14, 13, 10, 7, well there's a fun array! 19 points, so not too far off standard.


Best of luck group A.


If you're willing to have me despite my spotty track record at all, I'd say gming one-shots and losing my spot if I burnout is more than fair.

As for commitment on a player end, I'm pretty dang solid on that one. I don't think I've ever ghosted, and I've been part of multiple multi-year play by posts, the longest going from Lvl 7-17 with two gms before we finally collapsed under the logistical weight of our fancy high powered characters.

I'm always on discord, so using that for OOC communication's pretty great for me.

My play philosophy is that I like playing the Dwarven Door Game when things are slow. In the above mentioned campaign, if we were ever like, taking several weeks to decide what would be appropriate precaution before opening a door, I'd go ahead and risk my character teleporting to the other side to scout.

A thing I feel kills a lot of campaigns from the player side, is the players arguing back and forth based on risks rather than knowledge. Prepping a resist energy Fire when you know you're going after a red dragon is good preparation based on knowledge. The players arguing back and forth about whether they should open the door on the right or the left when we have no idea what is behind either is not. Sometimes you need to take a risk and make an uninformed decision.

So, as part of that, I typically like playing durable characters. Not necessarily Halfling Shield Paladin with Fey-Blood level durable, but at least able to open a door without being a liability to the team.


I am very interested, but when I take a cold hard look at myself, the games I have GMed make it about half a level at best before I burn out. I could always try, third time's the charm and all that, but 0/2 so far.


Status:
Warlord 9 HP 251/251 | AC 46 | T 29 | FF 38 | F +33 | R +34 | W +32 | Init +11 | Per +32 | SR 28

Speaking as someone who has built a "Marksman 2 | Ranger (Woodland Skirmisher) 1 | Vampire Hunter 1 | Aegis (Trailblazer) 1 | Warder (Zweihander Sentinel) 1 | Warlord (Steelfist Commando) 1" it really doesn't seem that weird to me. :P


"Just cause you're some big fancy demon you think you can haunt my dreams?!" Largo is a nimble of body and brain halfling set on cleansing the Worldwound for Desna. Nightmares and mysterious strangers have driven him thus.

Statblock:

Male Ranger (Demonslayer/Divine Tracker) 1 | Arcanist (Brown Fur Transmuter 1)
Init +4; Senses Perception +7
XP: N/A
--------------------
DEFENSE
--------------------
AC 15, touch 15, flat-footed 11 (10 Base +4 Dex +1 Size)
HP 12 (1d10+2)
Fort +5, Ref +7, Will +4 [+2 vs Fear, +1 vs Spells, Spell-Like, and Supernatural of Evil Outsiders]
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee
Cold Iron Masterwork Rapier +8 (1 BaB +4 Dex +1 Enhancement +1 Trait +1 Size) 1d4 (1d4 base) 18-20/x2 Piercing
Ranged
Longbow +6 (1 BaB +4 Dex +1 Size) 1d6 (1d8 base) 20/x3 Piercing
Spells
ML 2
1st (2 Day, DC 13)- Grease, Protection from Evil
--------------------
STATISTICS
--------------------
Str 10, Dex 19, Con 14, Int 14, Wis 12, Cha 10
Base Atk +1; CMB +0/4; CMD 14
Feats Weapon Finesse
Traits Ancestral Weapon, Chance Encounter, Transmuter
Skills Acrobatics +7, Knowledge (Arcana, Planes) +6, Perception +7, Ride +8, Spellcraft +6, Stealth +12, Survival +5[+1 when tracking]
Languages Common, Halfling, Dwarven, Elven, Goblin
Combat Gear Cold Iron Masterwork Rapier, Longbow, 40 Cold Iron Arrows, Potion of Cure Light Wounds
Gear Vigilante Kit
Coin: 38
--------------------
SPECIAL ABILITIES
--------------------
Race: Halfing
Stats +2 Dexterity, +2 Charisma, -2 Strength
Size: Small, +1 AC, Attack, -1 CMB/CMD, +4 Stealth
Fearless: +2 racial bonus vs fear stacking with Halfling Luck
Halfling Luck: +1 racial bonus on all saving throws.
Sure-Footed: +2 racial bonus on Acrobatics and Climb checks.
Weapon Familiarity: Proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
Keen Senses: +2 racial bonus on Perception checks.

Traits:
Ancestral Weapon Regional. Gain a cold iron masterwork melee weapon costing no more than 500, gain +1 trait bonus on attack rolls with weapons made of the selected material.
Chance Encounter Campaign. Once per day after failing an acrobatics, bluff, disguise, sleight of hand, or stealth check, reroll it and take the second result.
Transmuter Magic. +1 bonus to the CL of Transmutation spells, once per day cast Cat's Grace with doubled duration (may not stack with Extend Spell or similar).

Feats:
Weapon Finesse May use Dex to hit with finesseable weapons.

Ranger (Demonslayer/Divine Tracker)
Favored Enemy (Ex) Gains Favored Enemy (Evil Outsider) and gain 1/2 favored enemy bonus on saving throws against spells, spell-like abilities, and supernatural abilites of evil outsiders. +2 Bluff, Knowledge, Perception, Sense Motive, Survival again Evil Outsiders, +2 weapon attack and damage against Evil Outsiders
Track (Ex) +1/2 Survival skill cheks made to follow tracks.
Favored Weapon Gains proficiency in Starknife

Arcanist (Brown Fur Transmuter)
Arcane Reservoir (Su) Has a pool that can be up to 4 (3+Level) points, starting every day fresh at 3 (3+1/2 Level). Once per spell may spend a point as a free action to boost an arcanist spell by 1 CL of increase it's DC by 1.
Consume Spells (su) As a move action, make a spell slot unavailable as if it had been used to cast a spell and increase your Arcane Reservoir equal to the spell level of that slot up to it's maximum. Usable 1 (Cha Mod) times a day.
Armored Mask (Su) As a standard action, expend a point from arcane reservoir to gain mage armor of Arcanist level as caster level, and appears to be light or medium armor. While this is active as an immediate action, may expend a point from arcane reservoir to gain Shield of Faith of Arcanist level as caster level.

Spells:

Basics: CL 1(2 for Transmutation), CL+Stat 3, DC 12+Spell level.
Spells Per Day: 3 (2 base, +1 for from Intelligence)

Prepared:
0th - Light, Mage Hand, Message, Prestidigitation
1st - Grease, Protection from Evil

Spellbook
1st- Enlarge Person, Expeditious Retreat, Grease, Protection from Evil, Shield


Best of luck, have a great time!


1 person marked this as a favorite.

Thanks Tarandor! That actually does me quite nicely.

I'll go with this fine gentleman for Ivy's picture.


I'm having significantly more trouble than I thought finding a jolly male elf.

It seems the three expressions I can choose between are smug, dour, and stepped on a Lego.


Indeed, but it only needs to rely on that weapon for levels 6-8. Once he hits level 9 and gets to cast personal transmutations on allies, the chains are set loose on transitioning into a unique supportive buff caster. And, before then, if he does get disarmed, he still gets to be a very tanky full caster, albeit with poor offense, or Quick Study to as a full round action change to some different spells to fit the situation.


Hullo, I've got a submission, if you'll have it. Ivy is a kind elf who likes nature, but is not afraid to poke people who don't with a spear despite being a mono-class full caster.

Currently all that I believe is missing is the HP (are we doing average or rolled?) and a feat choice.

Background and Party Role:
Ivelios, or Ivy as he prefers to go by for those who have trouble with his name, is a rather goodnatured elf hailing from Numeria. Descended from an elven tribe that endured rather than fled the Earthfall. They delved not so deep as the Drow, and thus lost much of their civilization, eking out a barbarian existince alongside the Kellids.

Ivy however, through many years of experience, seems to be a rather softer individual that one might imagine from the harsh wilds. Ivy says he has made many friends with the passing of seasons, and is always ready for more. Ivy believes there's magic in everyone, even if sometimes it needs a little help to come out.

He made the journey from Numeria to Nerosyan, seeking to aid his 'cousins' in the Estrovian woodland, wishing to prevent the wanton destruction of nature happening there.

--

His party role, beyond high initiative caster with haste (always a handy have), is to start out by buffing himself with Alter Self (Small) and Cat's Grace, to become a very accurate, very difficult to hit, and otherwise pesky frontliner. Later levels when his low BaB progression starts catching up with him, he uses his 9th level ability to send Personal only transmutations to allies to buff them up, and the general shenaniganery any high level arcane caster can get.

I do note we have another transmutation focused arcane type applying, but we seem to have gone with very different directions, strength vs dex, and don't share a single non-cantrip spell prepared other than haste (which you can never get enough of).

Statblock:
Ivelios 'Ivy' Galendyr
Male Elf Arcanist (Brown Fur Transmuter) 6
CG Medium Humanoid (Elf)
Init +11; Senses Low-Light Vision; Perception +10
XP:
--------------------
DEFENSE
--------------------
AC 20, touch 15, flat-footed 15. . (+4 armor, +5 Dex, +1 natural)
hp ?? (6d6+12)
Fort +5, Ref +9, Will +7 [+2 vs Enchantment)
Immune sleep;
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee +1 Agile Silver Elven Branched Spear +10 (1d8+5/20/x3/P)
. . Dagger +8 (1d4/19-20/x2/P)
. . Unarmed Strike +8 (1d3/20/x2/B) Provokes from armed opponents
Ranged Masterwork Longbow, Composite (Str +0) +9 (1d8/20/x3)
--------------------
STATISTICS
--------------------
Str 10, Dex 20, Con 12, Int 16, Wis 10, Cha 12
Base Atk +3; CMB +3/8; CMD 18
Feats ???, Ancestral Weapon Mastery, Extra Arcane Exploit, Alertness (Familiar)
Traits Ancestral Weapon, Naive, Reactionary, Transmuter,
Skills Appraise +12, Knowledge (arcana, geography, nature) +12, Perception +10, Spellcraft +17, Stealth +11
Languages Common, Elven, could learn 3 more..
Combat Gear +1 Agile Silver Elven Branched Spear, Masterwork Longbow, Composite (Str +0), Cold Iron Arrows(40), Dagger, Cloak of Resistance +2, Amulet of natural armor +1, 2 Potions of CLW, Wand of CLW (50 Charges)
Other Gear Barbarian's Kit
Coin: 735 GP
--------------------
SPECIAL ABILITIES
--------------------
Arcanist:
Arcane Reservoir (Su) Has a pool that can be up to 9 (3+Level) points, starting every day fresh at 6 (3+1/2 Level). Once per spell may spend a point as a free action to boost an arcanist spell by 1 CL of increase it's DC by 1.
Consume Spells (su) As a move action, make a spell slot unavailable as if it had been used to cast a spell and increase your Arcane Reservoir equal to the spell level of that slot up to it's maximum. Usable 1 (Cha Mod) times a day.
Armored Mask (Su) As a standard action, expend a point from arcane reservoir to gain mage armor of Arcanist level as caster level, and appears to be light or medium armor. While this is active as an immediate action, may expend a point from arcane reservoir to gain Shield of Faith of Arcanist level as caster level.
Powerful Change (Su) Can once per spell expend a point from arcane reservoir as a free action to boost a transmutation spell cast using arcanist spell slots to grant it an additiona +2 bonus to an ability score it is boosting.
Quick Study (Su) By expending a point from arcane reservoir as a full round action that provokes an attack of opportunity, with spellbook reference, may prepare a spell in place of an existing spell of the same level.
Familiar Jerboa, granting +4 to Initiative

Traits:
Ancestral Weapon Regional. Gain a silver masterwork melee weapon costing no more than 500, gain +1 trait bonus on attack rolls with weapons made of the selected material.
Naive Drawback. -2 AC vs improvised weapons and -2 to CMD against dirty tricks.
Reactionary Combat. +2 trait bonus on initiative checks
Transmuter Magic. +1 bonus to the CL of Transmutation spells, once per day cast Cat's Grace with doubled duration (may not stack with Extend Spell or similar).

Race:
Elven Immunities +2 racial save bonus vs Enchantments. Immune to Sleep effects.
Elven Magic +2 on caster level checks to overcome spell resistance and +2 on spellcraft skill checks to identify the properties of magic items.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Weapon Familiarity Proficient with longbows (including composite), longswords, rapiers, and shortbows (including composite), and treat any weapon with the word “elven” in its name as a martial weapon.

Feats:
??? Either Improved Initiative if we need a wizard who casts haste at the start of the fight, or I could grab some traits for skills with Additional Traits if we need more scouting.
Ancestral Weapon Mastery Gain proficiency in all weapons mentioned in Weapon Familiarity racial trait. If already proficient in any of these weapons, gain Weapon Focus for one of those as a bonus feat. You may swap that Weapon Focus to another racial weapon by practicing for 10 minutes with that new weapon. Currently applying to Elven Branched Spear. Taken at level 3.
Extra Arcanist Exploit Gain an additional Arcanist Exploit. Taken at level 5.

Spells:

Basics: CL 6(7 for Transmutation), CL+Stat 9, DC 13+Spell level.
Spells Per Day: 5/5/3 (4/4/2 base, +1 for each from Intelligence)

Prepared:
0th - Ghost Sound, Light, Mage Hand, Message, Open/Close, Prestidigitation
1st - Grease, Protection from Evil, Shield, Silent Image
2nd - Alter Self, Cat's Grace,
3rd - Haste

Spellbook
1st- Air Bubble, Alarm, Blend, Endure Elements, Expeditious Retreat, Grease, Protection from Evil, Reduce Person, Shield, Shocking Grasp
2nd- Alter Self, Cat's Grace, Glitterdust, Rope Trick (Desired, Spider Climb, Web)
3rd- Fireball, Haste

Statblock Construction, or where the numbers come from:

Stats:
Str: 10 (0 points)
Dex: 20 (13 points for 17 + 1 Level + 2 Race)
Con: 12 (5 points for 14 - 2 Race)
Int: 16 (5 points for 14 + 2 Race)
Wis: 10 (0 points)
Cha: 12 (2 points)
Total: 25 points.

Init +11 (7 dex +2 trait +4 familiar)

HP:
Dunno how we're doing this yet: 6d6+6(Con)+6(FCB)

Saving Throws:
Fort: 5 (2 base +1 stat +2 cloak of resistance)
Dex: 9 (2 base +5 stat +2 cloak of resistance)
Will: 7 (5 base +0 stat +2 cloak of resistance)

Skills,
Class: Appraise, Craft, Fly, Knowledge (All), Linguistics, Profession, Spellcraft, and Use Magic Device.
Skill Ranks: 2 + 3 (Int) + 2 (Background), 7 per level
Appraise +12 (6 Ranks +3 Int +3 Class) Background
Knowledge (Arcana) +12 (6 Ranks +3 Int +3 Class)
Knowledge (Geography) +12 (6 Ranks +3 Int +3 Class) Background
Knowledge (Nature) +12 (6 Ranks +3 Int +3 Class)
Perception +10 (6 Ranks +2 Racial +2 Awareness from Familiar)
Spellcraft +12 (6 Ranks +3 Int +3 Class)
Stealth +11 (6 Ranks +5 Dex)

Item Budget: 16000 +Trait Item
Masterwork Silver Elven Branched Spear 500 (Not Included)
+1 Agile Enchantment for Elven Branched Spear 8000
Cloak of Resistance +2, 4000
Masterwork Longbow, Composite (+0 Str), 400
Dagger, 2
40 Cold Iron Arrows, 4
Amulet of Natural Armor +1, 2000
Potion of CLW x2, 100
Barbarian's Kit, 9
Wand of CLW (50 Charges) 750
Remaining 735


Also, it turns out my build will be using EXACTLY 16,000 gp on constructs, which is my entire budget.

This, rather awkwardly, leaves me with no money for things likes clothes....

I'll try and make sure my wizard has a decent charisma score, if there's room in the budget.


I'm not sure about this. Would you rule that "Augment Summoning" and other feats/spells meant to apply to Summon Monster, applies to creatures summoned with the Servitor line of spells? Servitor seems to be the wordcasting variant of Summon Monster, right down to having exactly the same summon list.


Dot of interest. Looking forward to the recruitment thread.


You have my interest. I am thinking about a golem crafting/undead raising/summoning and generally critter focused wizard. It's frequently toted as one of the reasons Wizards are a tier above all others, and this sounds like a good way to test that without ruining anybody's day.


Happy campaigning, those who got in, and best of luck in future recruitment, those who didn't. :)


And you never know when a few people might flake out, and you can bring in the runner ups. :P


EltonJ wrote:


I said I'll pick the team on the 7th of December. But it's tough for me to pick right now, all nine of you have good character concepts. I wanted to pick a reasonable time so that everyone who wanted to submit a character could do that.

I guess I have everyone. I'll make the choice on who gets the cut tomorrow. I have a starfinder game tonight.

Thanks! I didn't mean to be impatient, I just missed when you said the 7th specifically.


Do you know when you intend to pick your group, Eltonj? I remember seeing something about hopefully getting start by Christmas. And, if we've still got to collaborate backstories before that starts, knowing who we're supposed to collaborate with would be helpful.


Lekkric18 wrote:

Since this is a rare opportunity to play psionic classes, I think I'll turn Griff Stonefist into a Deadly Fist Soulknife/Aegis/Metaforge. Still a barroom brawler at his core, so it shouldn't overlap too much with another soulknife despite the psionic flavor.

I have only a rough outline of his background so far, but basically he's the bastard son of a Great Kingdom nobleman. He was pushed aside and hidden so he wouldn't interfere with the legitimate heirs, and he's spent most of his young life drunk and angry, resentful of being thrown away like garbage.

I was gonna be building my Soulknife fairly Rogue-y given the Cutthroat Archetype, and was considering going Dark Tempest if I was gonna prestige class, so that shouldn't be too similar.

~~

I'm not gonna assign my stats yet, because party comp hasn't been decided, and we're not sure who needs to be face/frontline/so on, but I might as well have fun with a roll of the dice. :)

4d6 ⇒ (2, 4, 1, 5) = 12
4d6 ⇒ (3, 3, 6, 6) = 18
4d6 ⇒ (5, 1, 3, 4) = 13
4d6 ⇒ (5, 5, 5, 6) = 21
4d6 ⇒ (5, 4, 1, 5) = 15
4d6 ⇒ (2, 3, 1, 2) = 8


Thanks, Oceanshieldwolf! I'm looking forward to hopefully having a shot at Psionics again. My first try at them, in Eberron, only got to level 2.


1 person marked this as a favorite.

Oof, fighting gods and demigods in a Heroic Fantasy, not a High Fantasy? That's probably gonna require some noble sacrifices.


"Them fancy nobles and knights ain't so tough, I've seen 'em fall. Put a blade in me hand and I figger I'd kill a man just as well. And what'd you know, the gods gave me have one, all magic like. Appearin' out of thin air w'enever I want it. Must be a right sign I should use it, it must."

I was thinking a Blackhearted Baklunish Rogue (In the sense of a dishonest and unprincipled man, he's actually a Soulknife Cutthroat), from Ket. Of low societal rank, he was a woodcutter of bad reputation. Bandits attacked from the more wild parts of the Brablewood Forest and he was taken captive. But, in the night, his latent psionic talent manifested, and he was able to create a blade to free himself from his bonds and kill one of his captors in their sleep and take their kit. Figuring no one would miss him, and believing his psionic gift was a sign (being uneducated, he has no great concept of the differences between different types of supernatural events) he set out to adventure. A godfearing, but not religious man, he's not liable to turn to banditry himself, but he's definitely not the most principled of heroes.


Seems like a fun concept. I might whip up a blustery old rogue who's always pretended he was some noble knight of some long lost legend, but of course, everyone knows he's not. And now, he's got the opportunity to live his lie.


11 people marked this as a favorite.

I for one, am excited for the changes this will make to my gameplay.

Instead of yelling "THROK'GAR CAST SLEEP!" when I have my Half-Orc make a nonlethal attack with his greatclub, I can have him yell "THROK'GAR INVEST RESONANCE AND OPERATE ACTIVATION ACTION AND SPEND RESONANCE ON STAFF OF SLEEP!"


Status:
Warlord 9 HP 251/251 | AC 46 | T 29 | FF 38 | F +33 | R +34 | W +32 | Init +11 | Per +32 | SR 28
Matsuhiko Kei wrote:
You should add: 'Really, really dislikes it when people hurt women' to Kei's description.

Heh, I should, but I was just judging by what I could gather by skimming the last 10 or so posts of everybody.


1 person marked this as a favorite.
Status:
Warlord 9 HP 251/251 | AC 46 | T 29 | FF 38 | F +33 | R +34 | W +32 | Init +11 | Per +32 | SR 28

Alright, so, Monkeygod asked me if I was game, and I think I might be.

A thing I like to do when joining a pre-running RP is make summaries of what I understand about everyone else at a glance so I don't step on toes. Here's what I got.

Vulture King: Vulture God of travel, animals, and community. CR 20ish Mythic. Seems to be a pretty nice dude who helps you survive.
Zaidel Michigan: Godling of Strength, Travel and Luck, CR 10ish Mythic. Seems to be a guy who's really enjoying killing big monsters, but wishes he wasn't almost dying all the time.
Alyssa: Mime, so she can be anything she wants, CR 5 nonmythic. Seems to be a fairly no nonsense problem solver who doesn't have time for posturing.
Matsuhiko Kei: Angelly Monk, CR 20ish nonmythic. Monk who isn't afraid to use the diplomatic power of his fists.
Liriiestil: Super Nature Caster, CR20ish nonmythic. Lots of Fae stuff going on. I have no idea.
Lucas: Perfect Sniper, CR20ish nonmythic. He is the man who shoots the gun gun. With divine magic. Calm and thoughtful, usually quiet but has a lot to say when he does speak.
Qillon: Sherlock Holmes with Psychic Powers, CR 20 non-mythic. Is new.


Status:
Warlord 9 HP 251/251 | AC 46 | T 29 | FF 38 | F +33 | R +34 | W +32 | Init +11 | Per +32 | SR 28

So, out of the player base there, who's actually still playing? I don't want to step on peoples toes and copy someone who's still playing.


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CrimsonVixen wrote:
The Fiend Fantastic wrote:

Heh, and then she holds you longer than that timespan, cause you're so cuddly.

PASSION-ALITY!!

Cuddling is an act of comfort, not of passion.

Depends on your fetishes.


Status:
Warlord 9 HP 251/251 | AC 46 | T 29 | FF 38 | F +33 | R +34 | W +32 | Init +11 | Per +32 | SR 28

But what's he like? What kind of roleplaying dynamic are you going for between the wielder and weapon?


Status:
Warlord 9 HP 251/251 | AC 46 | T 29 | FF 38 | F +33 | R +34 | W +32 | Init +11 | Per +32 | SR 28

Who's the wielder?


Status:
Warlord 9 HP 251/251 | AC 46 | T 29 | FF 38 | F +33 | R +34 | W +32 | Init +11 | Per +32 | SR 28
Tiny Coffee Golem wrote:
Anyone in any other good games these days? I’m looking for a new one, but thus far haven’t found anything overly interesting.

That are recruiting too? No.


Status:
Warlord 9 HP 251/251 | AC 46 | T 29 | FF 38 | F +33 | R +34 | W +32 | Init +11 | Per +32 | SR 28

PoW is more suitable to casting fist. Broken Blade hella OP.

The unarmed options in SoM are pretty alright as far as balance goes.


Status:
Warlord 9 HP 251/251 | AC 46 | T 29 | FF 38 | F +33 | R +34 | W +32 | Init +11 | Per +32 | SR 28

Back on other topics, specifically Sphere of Might, the one thing it does really really awesome, is let you play a Luchador or Show Wrestler. It's like Tetori++.


Status:
Warlord 9 HP 251/251 | AC 46 | T 29 | FF 38 | F +33 | R +34 | W +32 | Init +11 | Per +32 | SR 28

Is Meredian's primary build conceit still possible at CR7-9?


Status:
Warlord 9 HP 251/251 | AC 46 | T 29 | FF 38 | F +33 | R +34 | W +32 | Init +11 | Per +32 | SR 28

If I was to try my hand at GMing something like this, I'd definitely need to wind us all the way back to start as far as power goes. I can't imagine trying to GM for CR 17 who've beaten demon lords.


Status:
Warlord 9 HP 251/251 | AC 46 | T 29 | FF 38 | F +33 | R +34 | W +32 | Init +11 | Per +32 | SR 28

I don't think we need mythic, but I do love the idea of story rewards, especially ones that give you sidegrades, or new non-combat abilities.

Like jumping across miles? Super fun ability to have that doesn't particularly warp the combat scene. Even if Illia- doesn't even sorta need it.

I agree with Kingdom Building moving to narrative style. Our characters warp that space far too much for it to work mechanically.

As far as power goes, hell, I'd be down for just rolling base Erinyes again. All the PoW shenanigans sure make me better at murderizing stuff, but it's not like it's added new dimensions to the character other than being REALLY good at murderizing stuff.

Albeit, I did like having better offense than Anaxian's minions. Before PoW I felt like an especially tanky Anaxian minion whose primary use was True Sight.


Status:
Warlord 9 HP 251/251 | AC 46 | T 29 | FF 38 | F +33 | R +34 | W +32 | Init +11 | Per +32 | SR 28

Ah, Spheres of Might. That was a fun though experiment that very, very quickly broke down. If you're not explicitly playing to have fun, it's horribly easy to break, even worse than PoW.

"Alright, I'm a level five, and I've got a +15 initiative mod, and I sacrifice my focus to throw two acid flasks, move action regain it by petting my cat, swift action throw another acid flask. Take 90 acid damage, no save, in a 20 ft radius, and half that again at the start of your next turn."


Status:
Warlord 9 HP 251/251 | AC 46 | T 29 | FF 38 | F +33 | R +34 | W +32 | Init +11 | Per +32 | SR 28

Perhaps it's simply pessimism, as we've had quite a few full stops or dry spells with this roleplay. I'm starting wonder if it has just gotten too big to be manageable. I know I would struggle to GM for simply one of our characters, with all their world altering power, much less all of them. Then again, simply because I can't do something doesn't mean I should think no one can.


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Status:
Warlord 9 HP 251/251 | AC 46 | T 29 | FF 38 | F +33 | R +34 | W +32 | Init +11 | Per +32 | SR 28

On the one hand, I do dearly love the memories we made with this roleplay.

On the other hand, I can't help but think maybe we reached the point where the roleplay collapses under its own logistics.


bookrat wrote:
Ikiry0 wrote:
In theory but the abilities are almost always melee based or centred on yourself and you'd need to buy longarms prof yourself.

We actually see that with the Outlaw example in the back of the Solarion section.

Speaking of - why are people arguing over what the Solarion is "supposed" to be when four examples of the class are given right there in the book. There you go: four examples of what the class is "supposed" to be.

Well, well, two of those are melee. Two of those are ranged. Fairly balanced really.

But interestingly, NONE of those list charisma as their primary attribute. Think about that for a moment. The Solarion doesn't have a single example where the makers say "yes, Charisma is their key stat". And for two that list Charisma at all (Champion and Explorer don't even mention it), it's entirely "this gives you more resolve". Not even "Ability DCs are based off of it."

~~

Ultimately, I think this can be taken as a test, of whether the "Champion" build Solarion works at level 1. And the answer seems to be no. More data could be helpful, and not all people play at level 1, and not all people will play Champion build Solarion. But level one champion build Solarion could use some help.

I think maybe bumping the base damage up to 1d8, or maybe offering Operative or Cha to hit would be useful changes to Solar Weapon that makes the "Champion" Solarion more viable levels 1-4.


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So, a Ship's AC is 10 + Pilot Ranks + Ship Stuff.

What do you have to do to BE the ship's pilot? You have to declare it when you board, and then not vacate it. There's not stipulation saying you MUST choose an action in order to be the ship's pilot.

In order to Glide, there have to be no other actions taken in the pilot phase. You then add your Pilot Ranks to AC and TL, while having a otherwise weaksauce movement phase.

So, there's nothing stating that a pilot can't choose to take a leisurely Glide Minor action every round, in order to add twice his pilot ranks to the Ship AC.

Naturally, this is dumb, and shouldn't (and likely won't) be allowed. But I can see how someone looking at it from a "I want to use the RAW to break things", would see this as an exploit.

If someone wanted to use this trick, I'd give them a "Evade really hard" Stunt, that allows them to take the penalties for glide, and add +4 instead of +2 on their Evade trick.


SkylerJB wrote:
Hey Masha! Softer question: how is healing in Starfinder?

Well, I think healing magic is less necessary, with the 10 minute rest and stamina point recovery.

But that said, healing potions seem to have gotten weaker. But whether they are weaker in comparison to damage numbers is yet to be seen.


Everyone gets maxed d12 HD, effectively, except soldiers who get even more. And most classes have a self heal or buffer pool or both. Is Con still a must have? That'd seem really harsh on the classes whose primary stat isn't Dex.


Mark Seifter wrote:
rooneg wrote:
QuidEst wrote:
Mashallah wrote:
Porridge wrote:
Mashallah wrote:
This is the Rogue I always wanted, but never had. I dislike that Daredevil and Thief are screwed over with trick attacks for no apparent reason, though.

Wait, where does it say Daredevil and Thief are different with respect to trick attacks? I have the pdf, but can't find where it says that...

I think I'm missing something... :P

Every other Specialisation says you get +4 to the skill on Trick Attacks.

Thief and Daredevil don't have that clause.
Oh, I heard about that. It took a little bit to work out, but those two have Dex-based skills, and the class is Dex-based. The other specializations have +4 to make up for relying on a secondary (or even dump) ability score, that way they aren't pushed into having a really high charisma or wisdom just to succeed at their trick attacks.
Note that Ghost also uses a DEX based skill (Stealth), and they get the +4 bonus. Perhaps they're assuming that it's not always practical to use Stealth in combat?
Ghost was not supposed to get a +4. QuidEst is correct that the +4 is to make up for not using a Dex-based skill, so that Ghosts wouldn't be better than every other choice, but it looks like an extraneous +4 slipped into ghosts (this is something that I noticed at Paizocon because the pregen is a ghost).

Even if that is your intent, the numbers are wack. It seems pretty weird to assume that even the most specialized of Operatives won't have a 14 in their secondary (that's even on the Focused Stat Array). If the only goal is to bridge the game between an 18 and a 14, you should be granting a +2 bonus. And, even if we consider that stats may change with level, it's easier to boost a 14 than an 18, even if boosting the 18 will be a higher priority.


Status:
Warlord 9 HP 251/251 | AC 46 | T 29 | FF 38 | F +33 | R +34 | W +32 | Init +11 | Per +32 | SR 28

"I'm surprised you didn't want to get one of those purple worms like Meri suggested. Usually you jump at creating cool new undead." Illia- makes a little small talk with Drisquar.


Status:
Warlord 9 HP 251/251 | AC 46 | T 29 | FF 38 | F +33 | R +34 | W +32 | Init +11 | Per +32 | SR 28

"Oh, thank you... Uh, Drisquar." Illia-'s response seemed uncertain. She was unused to such compliments, especially from Drisquar. ~Perhaps he's just taking that earlier advice to heart? I mean, I guess that's a good thing..~

"Anyway, I'll start my illusion thing."

Illia~ Decided to make the illusion of a caravan wagon with a bit of a Vistani flair, the sort of gaudy one that would run up and down the coast with sparkles coming off of it. She'd give it a winged black horse at the front, carrying it forward decently swiftly, above the reach of the purple worms.

She figured, something like this would LOOK like it should be magical, and thus it would feel awry when indeed, magic was detected by that most basic of spells.


Status:
Warlord 9 HP 251/251 | AC 46 | T 29 | FF 38 | F +33 | R +34 | W +32 | Init +11 | Per +32 | SR 28

Hmm... I'd probably be able to make a better illusion of a dwarven caravan if I had actually ever seen one.


Status:
Warlord 9 HP 251/251 | AC 46 | T 29 | FF 38 | F +33 | R +34 | W +32 | Init +11 | Per +32 | SR 28

"I can make illusions at will forever, so I seem like a good pick for team distraction."


Have fun you guys! Good luck.

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