Dashki

Rarg Arrakhis's page

3 posts. Organized Play character for Ian Eastmond.




Jump Jets allow you to "fly" up to 30 feet in one round. Low Gravity environmental rules say that you can jump three times as far, but does not affect move speeds. Is the 30 feet of movement granted by Jump Jets considered to be a jump, or a move speed? It feels like, thematically, the move speed should be increased by low gravity.


How do you distribute loot? My party is currently in a fierce debate regarding how to divvy up loot. The current system is that we have a party loot pool. Any items you take are added to your character's total value- this includes consumables and disposable items. Items which are clearly of value to the entire party, such as a smokestick or wand of cure light wounds, do not count towards this value. If you use a consumable in a way which clearly benefits the entire party, that no longer counts towards your value. The player with the lowest current value gets to choose the next item that we purchase using party loot. We're having issues, and I was wondering how everybody else spreads out loot. What do you guys do?

To clarify- there are two major reasons this is an issue. One, I'm playing a crafter, and we needed a way to make sure that everybody gets a reasonable share of the gear that I can make. Two, we are in a gestalt campaign. We have three arcane casters, three martial characters, and two monks. Any item we find will probably be useful to at least two of our players, so it isn't really feasible to just distribute loot based on whoever can make the best use of it, because we may disagree on who it should go to.


On my stumbling around the backwaters of the internet, I recently stumbled across this gem. I'm poking around the idea of playing it, and was wondering if anybody else around here was interested. It would require a DM familiar with GURPS rules, which I am not, or a conversion to Pathfinder. Either one, I guess.


It has recently been brought to my attention that, apparently, the accepted way of applying to PbPs is to create a unique and different character for each campaign, rather than create a single character and submit it to multiple games. Is this correct?


So, I'm looking to create a Bloodrager to replace my current character in Iron Gods (we're currently at level 14). Unfortunately, I've only ever played wizards, with a tiny bit of dabbling in Magus and Druid. Basically, I need advice on how to build the Bloodrager. I'm currently looking at a Half-Orc Primalist with the Abyssal bloodline, and focusing on his natural attacks. The game is very high powered, though, and I don't want to be left in the dust by my teammates. Is this a viable option? If so, how should I build him? If not, what should I do instead?


So, I've been looking at the Kineticist class, and I'm intrigued, and decided to get some advice.

What are the pros and cons of each element? What role does each one play well? I mean, a pyrokineticist is obviously going to be a blaster, but what are the other elements good at? Control? Buffing? Debuffing? In other words, how is each element usually used, and why?


I'm looking for character races with bizarre physiology. I'm specifically hoping for something nonhumanoid (the actual definition, not the game definition) or with tentacles. Any suggestions?


So, I've been looking at the Kineticist class, and I'm intrigued, and decided to get some advice.

What are the pros and cons of each element? What role does each one play well? I mean, a pyrokineticist is obviously going to be a blaster, but what are the other elements good at? Control? Buffing? Debuffing? In other words, how is each element usually used, and why?


I recently discovered the Improved Counterspell feat, which I've always ignored in the past because it has the word "counterspell" in it, and, as anybody knows, counterspelling is the next best thing to completely and utterly worthless. However, upon actually looking at it, it seems like it might be nice. Is it worth taking? What do you guys think?


This is something I've always wondered about. The fact that human wizards start around the age of twenty implies that it isn't terribly long- likely ten years, at most.

I ask because I have recently taken it upon myself to write a story, and the main character is starting as an apprentice. I need some general idea of how long that phase of life would last. I'm thinking two to three years, just for story purposes, but I want to get an idea what others feel is reasonable. In addition, I'm struggling to figure out a timeline for that- when would he cast his first cantrip, his first first level spell, etc. Any suggestions?


What are spells every wizard should have by some of the mid-level milestones, like level ten and fifteen? I've seen people ask similar questions before, but people usually answer with a list of low-level spells. To be clear, I am asking about spells of ALL levels.


My DM remembers that when he was a player, they would cast light on people's eyes to blind them. With the added mechanism of called shots, could you do that?


Is it possible to play a good character who practices necromancy, or is the act of raising the dead evil in and of itself? I would argue that no magic is evil unless the casting of the spell required an inherently evil act, such as murder of an innocent.


One of the options for an Eidolon's evolution is "Spirit touched." The description is "The eidolon is spirit-touched, granting it 1 minor granted ability from a 1st level spirit of the summoner's choice. Each time the eidolon is summoned, it manifests the same granted ability as well as the physical sign and influence of that spirit." What spirits is it talking about? I assume that this is a class feature of some class I'm unfamiliar with.