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Goblin Squad Member. 759 posts (4,894 including aliases). No reviews. No lists. No wishlists. 30 aliases.


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yay! well good to know for next time then :)

awww, really? Dangit...

Come on GM! Stop taunting us! :p

hehe, well I went with Zach wading into combat. Protecting his family is more important than smashing a boat when he's not quite sure what's going on.

hey, if you need a barge smashed then Zach's your guy :p though his inclination would be more to getting into melee and protecting his friends. If he knew the plan though then he'll head for the barge and smashy smashy.

Hmm when you say elements do you mean just the energy blasts? Zach's blast is physical so should do full damage right?

Okay, will trade the 4 sunrods for whatever cold weather gear they could fashion for Zach :)

alright, don't really have any buffs, but that handwave works for me. am all caught up on the past few days and will post shortly.

edit: Oh I guess he could do his maneuver training ahead of time, that'd work.

hmmm, having gotten a bit of a better feel for the campaign now, would I be able to swap out feather fall for alarm as one of Zach's bard spells known? It seems like he'll get more use out of that :p Also did we get clothing/cold weather gear in addition to the 100gp of supplies, or if it had to come out of the supplies could I trade my 4 sun rods for some cold weather gear. I realize they wouldn't have anything ready made that would fit him, but even just some untailored furs or the like would be useful.

Also, I neglected to add the shield bonus from snapping turtle style to Zach's AC, I have amended his character sheet and stat line.

Also is our main goal to disable the barge? Seems like quite a fearsome force to take on our own.

Ohhh, ouch Qahnaarin :p i think Zach might be a little too nice to bury people alive though, he'd much rather knock people out than kill them.

No CT I haven't caught up on the thread, it's late over here in Australia but will try to catch up in the morning and post if you're ready for me then :)

Hello peoples! Peanuts, player of Zachary the kind ogre here :) Should I just roll intiative and jump in?

ohhh it's a holiday for you guys huh? guess that explains it :)

wow, everyone's busy this weekend

*fidgets excitedly while he waits for the decision/review*

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uhhh, we start with 500gp don't we? That's enough for a single 2nd level potion...

Soo... what about a Lashunta Alchemist/Slayer who's something of an engineer and all about the proper application of force. Sounds good? :)

Or maybe Lashunta Alchamist/Rogue, hrrrm.

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heh, well theres a difference between having perfect recall and actually thinking about/being aware of things :p

Doesn't hurt to give things a nudge every now and then :)

Oooh, me likey the sound of this :) Dot

yay recruitment! Can't wait :)

wow, sounds like an awesome trip! Enjoy :)

"Richard Jean, but call me Richie. I'm all up for dealing with trouble-makers, though I'll need a little time to recharge. Taking out that beast really drained the batteries." the scaley boy says cheerfully. "Hmm... Sherrif, how about we take the hummer and some ammo, and then trade the rest of our share to the motor lodge for parts to fix up the beast? I'm no good with tech."

oh that sucks yraazhin :s

No worries CaveRoad, take as much time as you need :)

Mick I think...

OH crap, I was meant to write up some background for this wasn't I? Whoops :p

Itsme wrote:

right, i'll roll my stats here

5d6 = 9
5d6 = 12
5d6 = 16
5d6 = 10
5d6 = 9
5d6 = 15
5d6 = 7

well; that makes 16/15/12/10/9/9, before the 10 bonus.
not too well for 5d6, but it'll do. guess i'll stay away from the front-lines

with rolls that bad you can just start with 90 points instead (a 15 in each stat, then rearrange as you please)

Yay for new table and yay for starting at higher than level 1, so sick of level 1 characters :s

heh, I was thinking about a mystic theurge too nekomimi :p I've kind of forgotten the concept a bit now though. Arcanist/Oracle I think? something like that.

CaveToad wrote:

I haven't required massive character backstories, given that its half written for you, but obviously the more you have the easier it is to RP and get into character.

Just check out the various tables, most people have a mini stat block in their header for posts. mainly up to date AC, saves, perception etc are the most important to I can check them easily in combat without having to open another tab.

A typical adult ogre stands 10 feet tall and weighs roughly 650 pounds.
Age is probably similar to humans but i guess perhaps mature a little faster.

Alright thanks for the feedback, I do have some ideas for life before Goodwin found him, so should be able to knock it out once I get started. So does 16 sound reasonable for when he was picked up by Goodwin then?

That sounds awesome GM, I know I can procrastinate those big important posts too, sometimes you've just gotta be in the right mood for it, but I'm still keen and looking forward to this :)

Hooray! :)

hmm is magma a physical blast? I'm not on my home computer at the moment so can't check :p but yes, rather an amusing visual

Alright, so I guess I'll be taking the bludgeoneer feat is what I'm getting from this discussion? :p Will try and post the character later today, it's mostly done :) just need to change from pyrokinesis to geokinesis (which was my prefered element anyway, just... seems a bit janky thematically when I've taken Pyromaniac trait and flame dancer bard archetype. Oh well, I'll take fire at 7th level and then he can punch people with magma! :p) and figure out how to format the character sheet.

yeah it's cool :) just wanting to make sure it's clear.

Masumi wrote:
Alright, so I roll my defense check, and if their attack roll is greater then my own, I need to make a toughness check?

uhh no, they roll their attack against your parry defense (which is equal to 10+parry) much like AC in D&D, but then if they hit rather than them rolling damage you roll a toughness check against a DC based on the attack.

They attack you, if they hit you roll to resist the damage.
Scaley rolled a 16, against your Parry of 10+13=23 which means he missed.
If he had gotten 23 or higher, you would have rolled 1d20+7 (your toughness) and had to beat a 28 (so you only could have made the save on a nat 20)

Also Mick, Thoughform didn't say to use non-lethal tactics, he just is using them himself :p He's old-fashioned that way

awwww, maaaaaaaan :s Well grats to those three, and if you need another character further on down the road then keep me in mind.

Dalang Teniel wrote:
@Peanuts: Search harder! Any blast that deals bludgeoning can be modified by Bludgeoner feat. However, Elemental Ascetic ADDS blast damage to unarmed strikes, which can be nonlethal without penalty—thus, you can make your blasts nonlethal without penalty or any investment.

Oh really? I'd assumed that it would add say the fire blast as fire damage. Fair point on bludgeoneer though, might have to grab that, hmm...

Still wouldn't mind an opinion from CaveToad on the matter though.

Hmmm, is CaveToad open to homebrewing stuff at all? Looking to make my kineticist (elemental ascetic)/brawler (steel-breaker)/bard (flame dancer, songhealer) into a non-lethal master, but there doesn't seem to be any way to make the kineticist's blasts non-lethal. In a world with Non-Lethal spell metamagic this seems like an oversight. Was thinking I could homebrew it as a substance infusion perhaps?

Oh, and the new table if it happens, will that start at level 1 or level 3? Been building for level 3 but can delevel if necessary.

Also, also: Is there some sort of template for how to arrange the character sheet for these characters?

Attacks in this game are d20+attack roll vs. 10+parry (melee) or 10+dodge (ranged). if the roll is equal or greater than the target's defense, then they are hit, and have to resist the attack.

The resistance roll is d20+toughness vs. 15+attack effect rating (or 10+effect rating if it's an affliction), which is apparently 28 in this case. If you equal or beat that with your toughness roll then great, you shrug off the attack, otherwise you take a bruise, and possibly more if you roll really badly (a bruise is -1 to future toughness rolls).

Zogg Run-catcher wrote:
If you are still taking applications I have this character that I made for way of the wicked. Just need to level him.

We're waiting for the GM/Players to decide who made it into the game, you're past the deadline unfortunately.

Argh! *tugs at his hair*

yeah I'd guess so

d'oh! More waiting :s *twiddles his thumbs*

Slight update to Yaren, after talking to the DM he suggested my necromancy focus was a little to similar to oneof the existing players, so I've changed his feets and spells to make him more of a summoner cleric instead :) Everything else remains the same, altered his personality slightly too. Posting it all here for ease of reference.

Having considered the theme of the campaign I see Wyrm's point about him potentially backstabbing the party. To be honest he probably wouldn't directly have done that anyway, but lets just say he may struggle at times if faced with people from his past (there's a few named NPCs in his background the Aku could throw at him which would do so), or particularly heinous acts (harming children particularly). I think that's an interesting part of his personality as a reluctant bad guy that I don't want to get rid of it entirely, but I'll try to make sure it doesn't cause toooo much drama. That's assuming it comes up at all of course, otherwise he'll just be a mopey, drunken bastard who grumbles a lot :p

Yaren Heartgaze:
Yaren Heartgaze
Male devil-spawn tiefling cleric (fiendish vessel) of Belial 7 (Pathfinder Player Companion: Blood of Fiends 21, Pathfinder RPG Advanced Race Guide 170, Pathfinder RPG Bestiary 264)
LE Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +5
AC 22, touch 11, flat-footed 21 (+8 armor, +1 Dex, +3 shield)
hp 52 (7d8+14)
Fort +8, Ref +4, Will +11
Resist cold 5, electricity 5, fire 5
Speed 30 ft.
Melee mwk light mace +5 (1d6-1)
Special Attacks hell's corruption (3 rounds, 8/day)
Spell-Like Abilities (CL 7th; concentration +8)
. . 1/day—pyrotechnics (DC 13)
Domain Spell-Like Abilities (CL 7th; concentration +12)
. . 8/day—dazing touch
Cleric Spell-Like Abilities (CL 7th; concentration +12)
. . 1/day—fiendish augury
Cleric (Fiendish Vessel) Spells Prepared (CL 7th; concentration +12)
. . 4th—confusion[D] (DC 19), greater infernal healing[ISWG], summon monster IV
. . 3rd—blindness/deafness (DC 18), dispel magic, suggestion[D] (DC 18), summon monster III
. . 2nd—align weapon (evil only)[D], hold person (2, DC 17), silence (DC 17), spiritual weapon
. . 1st—command[D] (DC 16), enhance water, infernal healing[ISWG], protection from good, ray of sickening[UM] (DC 16), shield of faith (2)
. . 0 (at will)—create water, detect magic, enhanced diplomacy, scrivener's chant
. . D Domain spell; Domains Charm (Lust subdomain), Evil (Devil subdomain)
Str 8, Dex 13, Con 14, Int 12, Wis 20, Cha 13
Base Atk +5; CMB +4; CMD 15
Feats Augment Summoning, Combat Casting, Sacred Summons[UM], Spell Focus (conjuration)
Traits fast-talker, traditionalist
Skills Appraise +5, Bluff +12, Craft (stonemasonry) +8, Diplomacy +12, Heal +10, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nobility) +5, Knowledge (religion) +10, Linguistics +5 (+7 to make forgeries), Sense Motive +14, Spellcraft +10; Racial Modifiers +2 Diplomacy, +2 Sense Motive
Languages Celestial, Common, Infernal, Skald
SQ channel evil, fiendish familiar, fiendish summonining, prehensile tail
Combat Gear pearl of power (2nd level), wand of cure light wounds; Other Gear +2 mithral breastplate, +1 darkwood heavy wooden shield, mwk light mace, boots of the cat[UE], cloak of resistance +1, absinthe (per bottle)[UE], bedroll, candle (10), drug, flayleaf (5), flint and steel, forger's kit[UE], iron holy symbol of Belial[UE], journal[UE], masterwork artisan's tools, masterwork backpack[APG], mess kit[UE], oldlaw whiskey (per bottle)[UE], silk rope (50 ft.), soap, spell component pouch, tobacco (2), trail rations (5), waterskin, 45 gp, 9 sp
Special Abilities
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Channel Evil 4d4 (4/day, DC 14) (Su) Heals evil creatures and sickens and harms good creatures in a 30-ft radius.
Cleric (Fiendish Vessel) Domain (Lust)
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (60 feet) You can see in the dark (black and white only).
Dazing Touch (8/day) (Sp) Melee touch attack dazes foe for 1 rd, Immune if more HD than your level.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Fiendish Augury (1/day) (Sp) You may use your fiendish familiar to cast augury once per day.
Fiendish Familiar Familiar acts as a divine focus and your channel evil can center on it.
Fiendish Summonining You can only summon fiendish creatures and evil outsiders of your patron's alignment.
Hell's Corruption (3 rounds, 8/day) (Su) Touch attack inflicts -2 save vs. your spells and take the worse of 2 rolls for skill checks.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Sacred Summons Summon monsters whose alignment subtype matches yours as a standard action
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.

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Background etc.:
Born the middle child of a successful merchant family Yaren travelled frequently in his youth seeing much of Talingarde and the Lands of the Linnorm Kings across the sea as his father (Jarrod) pursued his business interests. Though he was treated to the same education and had the same exposure to the family business as his elder brother (Farley) and sister (Theresa) he never quite took to it as they did. He was always much more fascinated by the variety of people he met on the travels, even to the extent that he was the first of the children to learn the tongue of the native people of the Linnorm Kingdoms.

The exciting travels of his youth came to an end when he was approaching manhood (12-13) however when his mother (Gayle) became gravely ill. His father applied his not inconsiderable wealth in donations to the church and all number of supposed remedies from healers in the region and abroad but after 18 months despite all of their best efforts she passed away.

The death of Gayle affected them all differently; Jarrod threw himself into his work and into grooming the then 16 year old Farley to eventually take over the business from him. Theresa’s flirtation with rebellious behavior was swiftly put to an end with an arranged marriage to slightly older gentlemen who was showing promise within the kings court. Yaren meanwhile was perhaps most deeply affected having spent much time at his mother’s bedside witnessing the ministrations of the priests. With his busy father’s permission he was soon welcomed into the bosom of the Mitran church as a novice under Father Walter Reid, one of the priests who had helped care for his mother, and a member of the blessed Order of St. Macarius.

During his time as first a Novice and then an initiate with the monks life went on for his family; his father remarried a few years after Gayle’s death and Yaren was able to go visit and meet his step-mother Mirabelle when she gave birth to fraternal twins whom they named Leilani and Ransden.

As nice as it was to be with his family again he didn’t linger at the estate near Daveryn; the church was his life now and Father Reid was confident that Yaren would soon be chosen to join the ranks of the clergy himself.

A little more than a year later, with Yaren in his 23rd year he was ordained by the Blessed Father Raulyn Fallenwood, and given leave to serve in the northern borderlands where he felt his talents could be put to the best use. This indeed proved to be the case as he was present for several clashes involving the savage northern bugbears providing vital aid to fallen soldiers, though he found his beliefs challenged when faced with the ferocity of the creatures and there were few occasions when he bothered to tend to the monsters.

Though a dangerous life it was a fulfilling one for him. Eventually earning a position in one of the watch wall castles he was content to care for the brave men and women who lived there, sheltering the lands to the south with the honor and bravery.

Such was not to last however when he accompanied a patrol led by the son of the castle’s commander. The patrol rode into an ambush by the bugbears and nearly half of it’s number was slain. It was only when he took up one of the fallen soldier’s weapons and struck a distracting blow against the leader of the ambushing forces locked in combat with the commander’s son that the assault was thwarted. Yaren did what he could for the fallen soldiers, and when the patrol returned bloody and bruised Yaren was hailed as a hero. Embarrassed by the acclaim and uncertain about the line he had crossed in joining the fight he did his best to play down his part, but the grateful commander wouldn’t hear it after the glowing report from his son, throwing a feast in Yaren’s honor.

Eventually the event moved into the past and Yaren was just pleased to get back to his normal duties until a few months later word was received from the south. Word it seemed had reached his superiors in the order and he was requested to return to the Monastery of St. Macarius. With some trepidation he complied, packing his belongings and riding south with an anxious knot of nerves in his belly.

Such anxiety proved to be unfounded as when he reached the monastery he found Father Reid (who had reached the station of high priest during Yaren’s absence) to be waiting for him. He had a chance to talk to Father Reid before he was to meet with one of his superiors in the order. Father Reid was able to settle his nerves that while they were a peaceful order dedicated to healing he was not to be punished for his actions but that it was a matter that needed to be discussed. In the end the trip proved to be slightly enlightening and at least helped to put his mind at ease. Without further incidence he return to his position on the wall and settled back into his life there. For a little while at least.

It seemed the consequences of the one hasty action would continue to haunt him as unknown to him dark forces were moving along the watch wall and they too had heard of his heroism and subsequent visit to the south. Seeing an opportunity for advancement one of Asmodeus’ agents struck, managing to slip a little something extra into Yaren’s dinner one night…

He awoke in a pitch-black chamber to pain and an urgent voice from the dark, promising relief if Yaren but answered a few questions. Needless to say the faithful priest would not yield to such coercion, at least… not at first. Yaren was given little relief, kept chained in a cold stone room, tended to just enough to keep him alive, and extensively tortured. He had no clue how long he hung there in the dark, weeks certainly, possibly months as his patient captor went to work breaking his will. His prayers to Mitra for rescue and relief went unanswered and after his first few attempts to magic his way free of the chamber failed utterly he doubted he could summon the concentration necessary to form the spell if he tried. Slowly despair overwhelmed him, and one dark night he could take it no longer.

Relief was slow in coming as it seemed his answers that he had spoken only to one of the bishops serving at the monastery did not please his captor. It was at least another week before his assailant finally seemed to accept that Yaren knew nothing about the mysterious leader of the Monastery.

He knew somewhat was wrong when the frustration of his captor evaporated and he began to move with purpose once more. Not only did the daily sessions of torment stop but the room was lit with torches and in their dim light Yaren got his first glimpse of the person who had abducted him. He was astounded to find a slim women moving about in the torchlight; he almost thought it must be someone else but as the woman with her slightly pointed ears began to wash the old blood and gore from his body and whisper ‘soothing’ words to him he recognized the same voice that had been questioning him all these weeks. His dread only grew as she began to trace intricate shapes over his abused form and the stone floor of the chamber beneath him. His gaze shuddered away from his own form as he refused to see what had been done to him, but even so he recognized the infernal runes and sigils he had read about in his history books.

It was then he plead for death, but not even that was granted to him as the evil woman finished her preparations. The room was now lit by dark, flickering candles, with arcane shapes covering and surrounding Yaren. He closed his eyes as she began to chant, but he couldn’t block his ears to the infernal words of the ritual. Pain wracked his body as her chant rose and a sense of… wrong seemed to be growing deep within his chest. He cried out as something seemed to slash at his chest, and blessed unconsciousness overtook him as he felt something move within him.

This must be death. That was his first thought when he awoke next. The pain was gone, it was astonishing the difference; he could breathe deeply without the ache of poorly healed ribs; his arms, so long chained above his head that they had lost all sensation were his once more. But no… this was not the river of souls, he was in a room not too different to the one he had spent so long in, and witnessed only recently. He was granted a reprieve from the Raven Queen’s judgment; he shuddered to think how he would stand before her after his fall the last few weeks, he had plead for his tormenter to stop, he was not proud of the things he had said…

Things moved fast then as he heard movement in the room. A voice, high pitched but demanding spoke to him and as he tried to rise to face this new person he discovered that though his body was free, he was not without bonds… The figure proved to be an imp, one of the lesser of the devils, and yet when this imp spoke he was forced to obey. Sleeg was gleeful to inform Yaren of their new arrangement; Shearah, his captor had it seemed, made a deal with infernal forces. She had (through intermediaries of course) contacted one of the archdevils of hell offering him a tether to the mortal realm and a useful, if unwilling servant. “That’s you.” Sleeg had told him with a grin in case he hadn’t figured it out yet.

Sleeg was there as Belial’s representative to take charge of Yaren and put him to work furthering the terrible archdukes plan’s. Yaren had scowled, but despite how he struggled he found he could not rise from his knees where the imp had commanded him. Yaren could only let out a sob and collapse as Sleeg laughed.

That was over a year ago now, not that Yaren paid much attention to the passage of time. Though all signs of Shearah’s physical torment were gone, his ‘new’ body was only the first step in the continuance of his mental torment. Gone was his… at least marginally attractive form. Oh true his face was the same… apart from the double pair of horns rising from his skull, the star-like pupils and the grey hue to his skin. The long barbed tail and hairy ankles (though thankfully he still had all his toes rather than hooves) just completed the image. Even if he could somehow escape from Sleeg’s watchful gaze (and he couldn’t even tell when the thing was around) he couldn’t go back to the church looking like this. After what he’d been forced to do in the time since his dark rebirth he almost wanted to though, just so that they could free him from his living torment… of course then would begin his eternal torment, he was certainly bound for hell now, to become the Belial’s plaything, or whichever of his servant had made the actual deal. Damned if he did, and damned If he didn’t, quite literally so. So Yaren continued to slog along falling into the arms of oblivion whenever he got the chance; after all his fate couldn’t get much worse from enjoying what few pleasures were available to him could they?

A less floury summary of events is that Yaren was a faithful Cleric of Mitra until an agent of Asmodeus named Shearah captured him hoping to learn some of the secrets of the order of st macarius, and when that proved to be a dead end she decided to hock his soul to the infernal forces for a promotion. He now serves Asmodeus somewhat faithfully as he’s given up hope on ever freeing himself and somehow getting redemption. When he does have any qualms Sleeg, his Imp familiar is there to keep him in line :p

Personality: Dour and morose Yaren is unhappy with his current lot in life, bound to the will of a dark entity and his minute puppet master. As such he attempts to drown his sorrows in the pleasures of the flesh whenever given the chance. When cajoled into action he performs his role with sullen grace, often merely a vessel for the minions of his 'master' to escape briefly onto this plane than an active participant, though he will support his 'allies' with buffing spells and the occasional assault against their foes. He can occasionally be coaxed into showing some genuine interest if faced with a problem in his wheelhouse however and since developing quite the silver tongue as a necessity of survival he has grown to take a pervous joy in bringing others down to his level. Misery loves company after all.
Posting examples (from the aforementioned previous WotW campaign):
RP 1, RP 2
Combat 1, Combat 2

EDIT: Oh! I should probably post the sheet for Sleeg the Imp too. My bad.

Sleeg the Imp:
Imp devil (Pathfinder RPG Bestiary 78)
LE Tiny outsider (devil, evil, extraplanar, lawful)
Init +3; Senses darkvision 60 ft.; Perception +7
AC 21, touch 16, flat-footed 17 (+3 Dex, +1 dodge, +5 natural, +2 size)
hp 26 (3d10); fast healing 2
Fort +5, Ref +6, Will +6
DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10
Speed 20 ft., fly 50 ft. (perfect)
Melee sting +10 (1d4 plus poison)
Space 2½ ft.; Reach 0 ft.
Special Attacks poison
Spell-Like Abilities (CL 6th; concentration +8)
. . Constant—detect good, detect magic
. . At will—invisibility (self only)
. . 1/day—augury, suggestion (DC 15)
. . 1/week—commune (6 questions, CL 12th)
Str 10, Dex 17, Con 10, Int 13, Wis 12, Cha 14
Base Atk +5; CMB +6; CMD 17
Feats Dodge, Weapon Finesse
Acrobatics +9 (+5 to jump), Appraise +2, Bluff +12, Diplomacy +8, Fly +21, Heal +3, Knowledge (arcana) +7, Knowledge (planes) +7, Linguistics +2, Perception +7, Sense Motive +8, Spellcraft +10
Languages Common, Infernal
SQ change shape (boar, giant spider, rat or raven, beast ashape I), improved evasion
Special Abilities
Change Shape (boar, giant spider, rat or raven, beast shape I) (Su) You can change your form.
Damage Reduction (5/good or silver) You have Damage Reduction against all except Good or Silver attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Fast Healing 2 (Ex) Heal damage every round unless you are killed.
Flight (50 feet, Perfect) You can fly!
Immunity to Fire You are immune to fire damage.
Immunity to Poison You are immune to poison.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Poison (DC 13) (Ex) Poison: Sting—injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.

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welcome back :)

Selected by the players huh? Interesting, I guess that is what normally happens when you're selecting replacements isn't it. Alright I'll come up with a little spiel when I get home tonight. You wouldn't have a problem with a summoning focused caster though? That would probably be what I rework him as if I change out his necromancy focus feats.

oooh, special plans eh? Awesome.

eeee, exciting!

@DM: Given any thought the my questions in the last PM? If you're busy just say so and I'll wait :p

What's VMC stand for by the way? Something Multi Class?

Yeah I thought the kinetic fist seemed strong. you can get the composite blast if you're willing to take some burn even without mythic (the reason I was looking at barbarian for that d12 hit dice).

Anyway, I think I've settled on Kineticist(Elemental Ascetic)/Brawler(Steel-Breaker)/Bard(Flame Dancer, Songhealer). Didn't really want to get rid of either Rogue or Brawler, but the bard archetypes fit better in with the theme/idea than any of the other classes with a d10 hit dice, so Rogue ended up going. Will have to cheese dip Rogue instead of Ranger I guess, or... we'll see.

As to bodyguard etc. I haven't even thought about feats yet :p I'll keep that in mind though.

Might end up changing his race now he's going to be going fire primary rather than earth... hm.

Anyway, thanks for the help.I should probably get to bed now but I've made some decent progress at least :p

EDIT: Hehehe, Ogre with Rock Throwing. Fastball special anyone?

well, I was picturing the Kineticist as sort of non martial... I k now I took the Ascetic archetype but they can still do some spell-like things with their infusions and some other wacky stuff. I was intitially going to throw in a divine spellcasting class but then I checked out the Kineticist and that seemed to fit the spellcasting bill instead.

Hmm, I'll check out Ghoran and Sandman Bard, they may be able to work with the concept that's been bubbling away in my head (basically a big cuddly melee brute :p bit dim but very friendly and cheerful unless someone messes with his friends).

EDIT: No, I don't think sandman or inquisitor work. Will look at Druid or Oracle and see if I could fit them in.

mmm, I think I'll go with Brawler anyway, even with doubling up on flurry they have some very nice abilities :) Will is an issue but i like how those three classes fit together already. Hmmm... I could just wait until Twin Mind becomes available and make sure I get Will saves there :p

hmm cool. I'm currently looking at a Rogue/Kineticist(Elemental Ascetic)/Something Martial(Brawler?) Bugbear :p haven't quite decided on how the stats will go yet, still reading stuff

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