Sesserak

Limas Venomscale's page

22 posts. Alias of Haldelar Baxter.


RSS


Except for the changes that are listed, the kineticist talent Telekinetic Invisibility says it otherwise works as invisibility, so does that mean I can use it on the whole party and objects?


I'd like to create a mythic greater artifact that can cast the Permanency spell (limited times per day, up to 3 max with a maximum of 9 total spell levels per day) but can burn Mythic power instead of diamond dust, how many mythic points per 1,000gp would you recommend ?

At most I'd want it that at tier 10 (23 mythic points, draining everything) would allow for permanency for spells with a cost of 22,500gp but spells such as Lost Locale (cost 90,000gp) or Yellow Sign (40,000gp) are beyond it's capability except under special circumstances or coming up with the full cost in diamond dust.

Also the desired spell to be made permanent, must be supplied separately.


If the spell Mark of Blood was made into an Oil and placed into a Bountiful Bottle for a Mark of Blood 1/day, would it work ?


I'd buy that.


Is there anything special from this book I can make from the corpse of a Wendigo?


Goblin_Priest wrote:
You want to keepit hidden from only characters or also their players?

Kept from the characters


Anyone run a low level adventure where one of the characters is actually a high level adventurer on vacation or hiding out so has to keep a tight leash on his/her abilities so as not to make it too apparent that almost nothing is actually a challenge (or brushing his teeth with magic which blinds the low level wizard who happened to be using detect magic at that moment)

How well did it work out and did the other characters ever find out?


Would a mythic kineticist be able to use the Archmage - Mage Strike to make an attack with Kinetic Blade?

Can Amazing Initiative be used for kinetic blasts and other talents since they aren't spells?


Other than the kinetic invocations and item creation feat, do kineticists get any other feats?

Also what sort of magic items are there?

Anything to bring along or send an adjacent creature when using Ride the Blast?


QuidEst wrote:

Acquired, and HOT DANG.

Kineticist gets a ton of options of varying usefulness, but of note: the elemental planar races (and a few others) finally get Kineticist perks! Specifically, one get-out-of-a-specific-feat-tax-free card. Favorite low-level thing: at-will Silent Image for Water!

Which feat tax?


What sort of magic items do we get?


1 person marked this as a favorite.

Can a familiar gained by Elemental Whispers gain the benefits of magic items via Inscribe Magic Tattoo (Item Creation Feat)?

Do elemental Whispers familiar's have any senses when not manifested?


Any good traits worth mentioning?


Ring gates could be useful too

If you have an creature that can summon monster (with a long enough duration that they'll last long enough to transport whatever) on the demiplane then you could have them instead of the mercane, and when the spell expires they disappear, just summon as needed
Since teleport can work on a creature carrying up to its maximum load just summon the biggest available for largest transport capacity


If you include other planes you could use Planar Refuge from Heroes of the Wild, it can be made permanent, it's basically an area on a plane that's received the bountiful trait and any food takes on traits of the plane it was created on, so you could sell it as exotic from some mysterious place


Is there any prestige classes that are compatible and complement kineticists?


Is there a Canadian source to get this?


Can humans or other pc races mix with the various dark folk? And what would be the result of such a pairing if possible?


Can Supercharge and Infusion Specialization be used to eliminate burn from using the any-blast option from Omnikinesis?


1 person marked this as a favorite.

How would you describe the Emptiness defence from the perspective of the kineticist when activated?

When accumulating burn what sort of visual affect would a void kineticist gain?


If Aether is my second element and want to take Many Throw with the Extra Talent feat, what 's the minimum level I'd have to be? Or is it too high level?


What's the benefit of the second use (2 mythic power) of the legendary item ability Rejuvenating over the 8th tier base ability Unstoppable?

"Unstoppable (Ex)
At 8th tier, you can expend one use of mythic power as a free action to immediately end any one of the following conditions currently affecting you: bleed, blind, confused, cowering, dazed, dazzled, deafened, entangled, exhausted, fascinated, fatigued, frightened, nauseated, panicked, paralyzed, shaken, sickened, staggered, or stunned. All other conditions and effects remain, even those resulting from the same spell or effect that caused the selected condition. You can use this ability at the start of your turn even if a condition would prevent you from acting."

"Rejuvenating
The bearer of this item can expend uses of legendary power to rejuvenate her body. As a standard action, she can expend one use of legendary power to heal herself of 10 points of damage per mythic tier she possesses. Alternatively, as a standard action she can expend two uses of legendary power to remove a single condition affecting her.

A legendary item must be a minor or major artifact to have this ability."

Full Name

Hoga

Race

Half Orc

Classes/Levels

Bloodrager 6 / Init +3; Perc +10 / AC 22(26), 11, 20 / hp 31/(76) / F+9, R+5, W+7

Gender

M

Size

M

Age

16

Alignment

CG

Languages

Common, Orc

Occupation

Outcast

Strength 19
Dexterity 12
Constitution 14
Intelligence 11
Wisdom 12
Charisma 14

About Hoga the half orc

Defense:
Init +3, Perception +10, Darkvision 60ft.

AC 22, touch 11, flat-footed 20 (amulet +1)
hp 64: (40 +6 class, +12 con, +6 toughness)
Fort +9, Reflex +5, Will +7 (cloak +1,trait +1)

Offense:

BAB +6
Speed: 40
Melee: Wyrmsmite +2, +4 vs. dragons Transformative longsword (+13, +15 vs.dragons) or (+15, +17 vs. dragons, bloodrage 1d8+11, or 1d8+13, +2d6 vs. dragons)
+1 Greataxe (+11, +6 1d12+7 x3, S) or (+13, +8 1d12+10, bloodrage) -2 to hit, +6 dmg, Power Attack
MW Dagger (+11, 1d4+4 19/20x2, S or P), Morningstar (+10, 1d8+4 x2, B and P)
Ranged: Sling (+7, 1d4+4 x2 B), MW Dagger (+9)

Skills:
Points/Ranks

Acrobatics: 10/6
Climb: 8/1
Craft: 0/0
Handle Animal: 6/1
Intimidate: 8/1 (racial)
Knowledge (arcana): 5/2
Perception: 10/6
Ride: 5/1
Sense Motive: 6/1
Spellcraft: 5/2
Survival: 6/2
Swim: 13/1+5 (Ring)

Background skills:

Artistry: 7/6
Craft (simple camping items): 7/6

The bloodrager's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Perception (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str).

Feats:
Toughness,
Power Attack, Quick Draw, Iron Will (bloodline)
Traits:
Outcast's Intuition: You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you. In addition, your caster level is treated as 1 level higher for the purposes of any attempts to dispel your magic.

Reactionary: You gain a +2 trait bonus on initiative checks.

Arcane Bloodline:

While others of your kin may be powerful wizards and sorcerers, the eldritch nature of the blood coursing through your veins transforms you into a spell-breaking terror.

Bonus Feats: Combat Reflexes, Disruptive*, Improved Initiative, Iron Will, Power Attack, Quick Draw, Spellbreaker*. (Your bloodrager levels count as fighter levels for the purposes of qualifying for any feats marked with an asterisk

  • . This stacks with any levels in fighter you have.)

    Bonus Spells: Magic missile (7th), invisibility (10th), lightning bolt (13th), dimension door (16th).

    Bloodline Powers: When you bloodrage, arcane power transforms you into an arcane juggernaut who can cut down even the most careful caster.

    Disruptive Bloodrage (Su)

    At 1st level, the DC to cast spells defensively increases by 2 for enemies within your threatened area. This increase stacks with that granted by the Disruptive feat.

    Arcane Bloodrage (Sp)

    At 4th level, when entering a bloodrage you can choose one of the following spells and apply its effects to yourself: blur, protection from arrows, resist energy (choose one energy type), or spider climb. These effects last for as long as you continue bloodraging, regardless of the spell's normal duration.

    Greater Arcane Bloodrage (Sp)

    At 8th level, when entering a bloodrage, you can choose to apply the effects of either displacement or haste to yourself. This is in addition to arcane bloodrage, and otherwise works as that ability.

    Caster's Scourge (Ex)

    At 12th level, you gain a number of extra attacks of opportunity equal to your Dexterity modifier (minimum 1). You can use these attacks of opportunity only against spellcasters in your threatened area who cast or attempt to cast defensively. The Spellbreaker feat, the caster's bane bloodrage power (see below), or some similar effect is still required to make attacks of opportunity against spellcasters who are casting defensively. You have this ability constantly, even while not bloodraging.

    True Arcane Bloodrage (Sp)

    At 16th level, when entering a bloodrage you can choose one of the following spells and apply its effects to yourself: beast shape IV (choose a creature your size or larger only), form of the dragon I, or transformation. This is in addition to arcane bloodrage and greater arcane bloodrage, and otherwise works as those abilities.

    Caster's Bane (Ex)

    At 20th level, spellcasters with a caster level lower than your bloodrager level always provoke attacks of opportunity within your threatened area, even when casting defensively. You have this ability constantly, even while not bloodraging.

  • Racial Abilities:

    •Intimidating: Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.
    •Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
    •Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
    •Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
    •Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.

    Equipage:
    Weapons:
    +1 Greataxe (12 lbs.)
    MW Dagger (302 gp, 1 lb.)
    Morningstar (8 gp, 6 lbs.)
    Sling (0 gp, 0 lbs.)
    Bullets (7) (1sp, 4.5 lbs.)
    Wyrmsmite (a +2 dragonbane transformative longsword)
    A bane weapon excels against certain foes. Against a designated foe, the weapon’s enhancement bonus is +2 better than its actual bonus.
    It also deals an extra 2d6 points of damage against such foes. https://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abi lities/transformative/
    Armor
    +3 breastplate of luck (30 lbs.) https://www.d20pfsrd.com/magic-items/magic-armor/specific-magic-armor/bande d-mail-of-luck/

    Carried
    Traveler's Outfit (0 gp, 5 lbs.)
    Backpack (2 gp, 2 lbs.)
    Waterskin (5 sp, 4 lbs.)
    bedroll 1 sp 5 lbs
    1-pint flask 3 cp 1.5 lbs
    7 days' trail rations 3.5 gp 7 lbs
    1 acid flask, 50 feet of silken rope, a box containing tinder and three tindertwigs, three torches, a grappling hook, 6 rations

    Total Weight: 63.5 lbs.
    Total Gold: 722.69
    Carrying Capacity:
    Light: 116 lbs; Medium: 233 lbs; Heavy: 350 lbs.

    Magic Items:

    Ring of Acid Resistance
    A major ring of energy resistance grants 20 points of resistance.
    Amulet of Natural Armor +1
    1 potion CLW
    Ring of Swimming
    Cloak of Fangs:
    Wearing this animal-hair cloak grants a +1 resistance bonus on saving throws. Furthermore, the wearer can force its teeth to grow rapidly up to five times per day as a swift action. The oversized teeth last for 1 round, during which time the wearer can make a bite attack. Treat this attack as a primary natural attack that deals 1d6 points of damage (or 1d4 if the wearer is Small). If the wearer already has a bite attack, the damage of that bite attack increases by one step.

    Wand of Lightning Bolt: 5th level, 1 charges


    History:
    Hoga was just a child when the orcs he lived with were slaughtered by a band of adventurers. Since some of them weren't willing to kill him, they dropped him off near what looked like an inhabited settlement.

    It was, but it was far less welcoming than the family he'd lost. There were some who left food out for him, sometimes, but they had their own mouths to feed. He lived in the woods, able to stay fed on his own, usually.

    When his luck wasn't so good, he'd wander closer, aware that some might want to hurt him because he was different. Others recognized him as the harmless soul he was, and were not mean to him. He still kept his distance. It was a lonely life.

    That was probably why he drank so much. Hoga felt rejected and alienated most of the time, and drank the many libations offered him in return for chopping wood, a food item, or the occasional odd job. People knew he'd accept payment in drink, and in a village like this one, drink is easier to get than coin.

    Description:
    6'4", 240 lbs.

    Hoga is tall, and not that ugly, with black hair and eyes, and a strong, sinewy build. He's particularly mistrustful of humans and halflings, and has no real friends. He relies on his intimidating appearance to keep people at arm's length. He longs for companionship, however, and hopes that by developing his skills, he might earn some respect, and maybe a friend or two.


    Spells:

    Known:1: Feather Fall, Long Arm,
    Snowball, Shield
    Spells per day:
    1: 2
    Bloodline Powers:
    At 4th level, when entering a bloodrage you can choose one of the following spells and apply its effects to yourself: Blur, Protection from Arrows, Resist Energy (choose one energy type), or Spider climb. These effects last for as long as you continue bloodraging, regardless of the spell’s normal duration.