Dwarf Spell

Torgrin Deepsmith's page

81 posts. Organized Play character for Donovon Dildine.


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CG Dwarf/Ooze | Oozemorph 1 | HP: 14/14 | AC: 13(+1)/16(+1) | CMB: +1, CMD: 14 | F: +6, R: +5, W: +0 | Init: +3 | Perc: +4 | Speed 20ft | Active conditions: None.
GM Tarondor wrote:
Donovon Dildine wrote:

Hey Tarondor, I'm a little confused on how magic works, there isn't much in the pulp book, but there is a book called the Grand Grimoire that has "folk magic" in it, which is the closest I can see towards any sort of native spiritual shamanism.

There’s more in call of Cthulhu , but not a lot more. It ain’t D&D/Pathfinder magic, that’s for sure. I’ll see what I can find out.

yeah I know there are dangers and costs, like sanity and pow, I'm hoping the more "folk" magic in that book is less dangerous (albeit less powerful as well)

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CG Dwarf/Ooze | Oozemorph 1 | HP: 14/14 | AC: 13(+1)/16(+1) | CMB: +1, CMD: 14 | F: +6, R: +5, W: +0 | Init: +3 | Perc: +4 | Speed 20ft | Active conditions: None.

Understood! The "Commander" is more space opera pulp, but I love the idea of the "World as Myth" theory. He would be completely out of sorts, still have his skills, wits (under stress though), and one working gadget (talent) but what if you aren't even sure you are real?!

The second I could limit to just Egghead with "electric" gauntlets and use the talent. Not sure yet.

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I'd love to join! I've been doing Pathfinder and Starfinder with CariMac for several years. I'm currently in three APs and GMing one Starfinder AP. It's been many years since I've done Cthulu RP, although always been an avid enjoyer of the mythos, especially pulp, I particularly enjoy PbP for the freedom to think of creative text.

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I searched for this but didn't see anything, so maybe it really is this simple. If I'm reading this correctly, Divine Lance would not be able to be used by a cleric with a true Neutral diety? That would be a shame as device doesn't have a lot, or any? cantrip combat options.

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Also, there doesn't seem to be any time limit or number of times on this ability that I can see?

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Sorry if this a dumb question, I could just be mixing things up in my head.

So the default text reads you get 1 SP (from the fast heal) and 1 temp HP, but then at 5th level it reads you increase the fast heal by 1 and the temp HP by 2, does that then read that the temp HP would be 3 per round? Or am I mis-reading that? Couldn't they have said "increase the temp HP by 1" if they meant it would be 2 per round?

Thanks!!

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This site shows the starting credits for each level increment, 1, 4, and 8, why not use the same "starting" clarification but with these credits?

https://paizo.com/community/blog/v5748dyo6shbj

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I actually didn't get the point of this one, it seems to just allow a one round usage of the cloud array outside of the normal "one array at a time" ability. Although if crit upon it gives that movement action. Am I missing something, is it supposed to be mitigating damage?

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I really tried to create a medical nanocyte, as they have some abilities pointing to that, but I just couldn't do it except as a minor secondary. Even my "doctor" Envoy has so many talents that pump up his HP from medicine check.

The nanocyte Fast Heal is just too small to be effective in combat. There are several chances to bonus the Medicine skill check, but they are insight bonuses, so won't stack with any feats.

I think if there were a few more medical knacks and the FH was upped some, it could be a cool healer.

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Attackins wrote:
Is there a set date for this to drop or is it just anytime in the month? Or is it dropping on the 30th just like the PDF for the Starship Operations Manual?

So curious myself, they said early mid July I thought, but maybe misread, super excited for this and wish I knew a date so I could stop refreshing the browser :)

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I know there is a post out there with Owen saying that unarmed is listed as a basic melee weapon so thus could be used with the arcane assailant style, however, is there anything official on this? Specifically for Society? There isn't any I can find in the Resources "against" it, but not really spelling it out as allowed either.
Thanks!

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Good points thanks, I've been trying to justify using the stunts for my "thief" operative, but the really good ones seem very situational, plus you need the skill focus.

Like the Swipe one, great if the enemy has something worthwhile to take from him. The Computers one that can sicken, also good in a high-tech environment.

I could multiclass to make it seem more viable, but we already have a soldier and mystic in group, and I have no Charisma for anything else.

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1 person marked this as a favorite.

That is what frustrates me some too, that not all the skill focuses in the specialization received special stunts.

Also that it only works with skill-focused skills, which means you take skill focus, which becomes obsolete after like 7th level (no insight stacking) in order to use any stunts outside your specialization.

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Ok thanks, definitely makes for a squishy character, I guess could even out the Con to 10 (getting rid of the -2) It's just rough in this game, armor doesn't prevent a lot of hits, so resistances/DR are the best bet, but the -2 Con and low starting HP is going to make this tricky.

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I'm curious about the +2 HP, is that just one time, you use hydroform and you get +2 HP, or is it supposed to be an enhancement like +2 per level, since they are normally a +2 HP race, but most other medium races (hydroform) are +4 minimum, it seems to make sense it could be +2 per level, but just wondering if any developers can address that.

Thanks

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I'm more curious about the +2 HP, is that just one time, you use hydroform and you get +2 HP, or is it supposed to be an enhancement like +2 per level, since they are normally a +2 HP race, but most other medium races (hydroform) are +4 minimum.

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Thanks for the input, I guess I was more concerned about the skill than the HP, assisting is not too bad as you say, but attempting lets say a stabilize action (DC15) gets harder when not using the Master Control (which then is a moot point) But I guess 2000 for a +2 assist isn't bad, although I rarely need it at this level. The HP would be nice to rise, AoE's etc.

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So I think, after much reading and asking around, that I maybe have an understanding, but please correct me if I'm wrong, because this doesn't seem quite right.

So the 4th level item, Domestic Drone.
It is like a level 1 drone with level 1 capabilities of a mechanic. i.e. Master Control, Skill Unit, Limited AI, except with the modifications of each domestic drone. So as an example, the physician drone:

HP - 10
Master Control, Limited AI, Skill Unit (both Acrobatics and Medicine)
However, if they get one rank in Medicine, even with the increase of intel to 8, this means the total modifier is 3? (1+3+(-1)) So even the lowest medicine check, at 15, is not the easiest roll. And there is never any increase to this (or HP, etc) Even assisting my character on a medicine check is only a 60% change or so.

Also the Elite model says "elite models often have additional abilities and greater autonomy" I see the additional ability, but what does greater autonomy refer to?

I keep reading the physician drone is one of the better ones, but maybe I'm looking at this all wrong? Thanks!

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Good to know, thanks for the info

Belafon wrote:
Torgrin Deepsmith wrote:
Sorry if this isn't the right forum, but searching doesn't find any answers. I see that the battle ribbons are not society legal, was curious if they ever explain their reasons? Also is this all ribbons, or just all battle ribbons? Thanks

You want the Starfinder Society forums. I’m flagging it for movement.

SFS developer Thurston Hillman confirmed that none of the battle ribbons are legal (but the plasma ribbons are legal).

Organized Play rarely explains reasons because doing so always leads to arguments from players who disagree (or who simply want moar powr). In this particular case I personally believe it’s because the battle ribbons do way more damage than any other advanced melee weapon with the operative property of equivalent level.

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Sorry if this isn't the right forum, but searching doesn't find any answers. I see that the battle ribbons are not society legal, was curious if they ever explain their reasons? Also is this all ribbons, or just all battle ribbons? Thanks

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Curious as well, hope there is some sort of errata

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CG Dwarf/Ooze | Oozemorph 1 | HP: 14/14 | AC: 13(+1)/16(+1) | CMB: +1, CMD: 14 | F: +6, R: +5, W: +0 | Init: +3 | Perc: +4 | Speed 20ft | Active conditions: None.

Hoozah! Thanks everyone

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CG Dwarf/Ooze | Oozemorph 1 | HP: 14/14 | AC: 13(+1)/16(+1) | CMB: +1, CMD: 14 | F: +6, R: +5, W: +0 | Init: +3 | Perc: +4 | Speed 20ft | Active conditions: None.

I'll be away from computer access all day. If anything is alive when it's my turn, just a 5foot step, and full attack, not much else this guy can do yet. Thanks and good luck

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CG Dwarf/Ooze | Oozemorph 1 | HP: 14/14 | AC: 13(+1)/16(+1) | CMB: +1, CMD: 14 | F: +6, R: +5, W: +0 | Init: +3 | Perc: +4 | Speed 20ft | Active conditions: None.

Torgrin growls a threatening bark in his new mongrelman form as he charges towards the pink scarfed archer, swiping at him with a clawed hand.

Primary Slashing Attack: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 1d6 + 2 ⇒ (3) + 2 = 5

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CG Dwarf/Ooze | Oozemorph 1 | HP: 14/14 | AC: 13(+1)/16(+1) | CMB: +1, CMD: 14 | F: +6, R: +5, W: +0 | Init: +3 | Perc: +4 | Speed 20ft | Active conditions: None.

Torgrin whispers to the group, "The captain gave strict instructions to not let Pava have the ring and thus control over this creature, but we also cannot let this devil possibly free in the world, I assume it is lying about returning to hell. Karayan, you can attempt your silver tongue, but I fear we will need Serge's silver before long."

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CG Dwarf/Ooze | Oozemorph 1 | HP: 14/14 | AC: 13(+1)/16(+1) | CMB: +1, CMD: 14 | F: +6, R: +5, W: +0 | Init: +3 | Perc: +4 | Speed 20ft | Active conditions: None.

Torgrin sees Serge's look and guessing its intent attempts to find a small opening along the side or back of the building to move through and starting low to the ground stealthily get a peek at the origin of the voice.

if I find an opening

Stealth: 1d20 + 7 ⇒ (1) + 7 = 8

Of course...just...of course

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CG Dwarf/Ooze | Oozemorph 1 | HP: 14/14 | AC: 13(+1)/16(+1) | CMB: +1, CMD: 14 | F: +6, R: +5, W: +0 | Init: +3 | Perc: +4 | Speed 20ft | Active conditions: None.

"Nice ring, good craftsmanship." Torgrin starts shifting things around looking for anything else of interest

Perception: 1d20 + 4 ⇒ (9) + 4 = 13

"Well not much else around here."

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CG Dwarf/Ooze | Oozemorph 1 | HP: 14/14 | AC: 13(+1)/16(+1) | CMB: +1, CMD: 14 | F: +6, R: +5, W: +0 | Init: +3 | Perc: +4 | Speed 20ft | Active conditions: None.

Torgrin rushes in, although not sure why. "Whoa, he is a big boy!" Seeing the massive strike from Serge. "So, not talking then." then slashes out with two quick attacks.

Primary Attack, Slashing: 1d20 + 4 ⇒ (11) + 4 = 15
Primary Attack, Slashing: 1d20 + 4 ⇒ (19) + 4 = 23

Damage: 1d6 + 2 ⇒ (6) + 2 = 8
Damage: 1d6 + 2 ⇒ (3) + 2 = 5

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CG Dwarf/Ooze | Oozemorph 1 | HP: 14/14 | AC: 13(+1)/16(+1) | CMB: +1, CMD: 14 | F: +6, R: +5, W: +0 | Init: +3 | Perc: +4 | Speed 20ft | Active conditions: None.

To get clarification, when it says 'spirals down to a stone table ten feet below' does that mean each section down to the center isn't that large of a drop?

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I do hope I'm not the odd man out on th is, but I was really hoping this would have more than just arms/armor, although I understand that is in the name, but also more augmentations, equipment, etc.

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CG Dwarf/Ooze | Oozemorph 1 | HP: 14/14 | AC: 13(+1)/16(+1) | CMB: +1, CMD: 14 | F: +6, R: +5, W: +0 | Init: +3 | Perc: +4 | Speed 20ft | Active conditions: None.

Torgrin stretches his ooze form out in several directions, growing in size until he stands as a tall, lithe drow, a creature used to the darkness of the underground, with long, bladed hands and moves forward a little, waiting to see what approach his new friends will take.

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CG Dwarf/Ooze | Oozemorph 1 | HP: 14/14 | AC: 13(+1)/16(+1) | CMB: +1, CMD: 14 | F: +6, R: +5, W: +0 | Init: +3 | Perc: +4 | Speed 20ft | Active conditions: None.

Torgrin, wanted to help keep an eye during the journey, slithers and bounces from rock to rock.

Acrobatics: 1d20 + 7 ⇒ (4) + 7 = 11
Perception: 1d20 + 4 ⇒ (18) + 4 = 22

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CG Dwarf/Ooze | Oozemorph 1 | HP: 14/14 | AC: 13(+1)/16(+1) | CMB: +1, CMD: 14 | F: +6, R: +5, W: +0 | Init: +3 | Perc: +4 | Speed 20ft | Active conditions: None.

Torgrim rolls around in the room and then grows into a tall elven figure, "To help me reach the tall shelves better." Then starts sifting through texts.

Perception: 1d20 + 4 ⇒ (7) + 4 = 11

As a cloud of dust rises Torgrim suddenly sneezes violently, sending the texts in his hands flying around. "Ah for Torag's sake! I should leave this to my brighter friends."

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CG Dwarf/Ooze | Oozemorph 1 | HP: 14/14 | AC: 13(+1)/16(+1) | CMB: +1, CMD: 14 | F: +6, R: +5, W: +0 | Init: +3 | Perc: +4 | Speed 20ft | Active conditions: None.

Torgrin winces at the bite, feeling a burning from the bite that courses through him, he grunts against this extra pain.

Fortitude: 1d20 + 6 ⇒ (7) + 6 = 13

Then Torgrin reacts by slashing in retaliation at the snake again with his sharp finger.

AoO, Slashing, Insprire: 1d20 + 4 + 1 ⇒ (11) + 4 + 1 = 16
Damage: 1d6 + 1 ⇒ (5) + 1 = 6

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CG Dwarf/Ooze | Oozemorph 1 | HP: 14/14 | AC: 13(+1)/16(+1) | CMB: +1, CMD: 14 | F: +6, R: +5, W: +0 | Init: +3 | Perc: +4 | Speed 20ft | Active conditions: None.

Sorry they can be any type if damage I choose and I was using piercing as a way to be "more precise" (sharp poky things)

I did hit with that 24 though, more than 5 points of damage, 6 I think.

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CG Dwarf/Ooze | Oozemorph 1 | HP: 14/14 | AC: 13(+1)/16(+1) | CMB: +1, CMD: 14 | F: +6, R: +5, W: +0 | Init: +3 | Perc: +4 | Speed 20ft | Active conditions: None.

Torgrin looks at Bash with shock, "The government?! I don't think that is going to motivate him!"

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CG Dwarf/Ooze | Oozemorph 1 | HP: 14/14 | AC: 13(+1)/16(+1) | CMB: +1, CMD: 14 | F: +6, R: +5, W: +0 | Init: +3 | Perc: +4 | Speed 20ft | Active conditions: None.

What do we do?! Should we cut off this poor man's hand? Should we knock him unconscious?

In his doubt, Torgrin just continues to try to make precise strikes again the small creature.

Primary Attack: 1d20 + 4 ⇒ (20) + 4 = 24

Confirmation?: 1d20 + 4 ⇒ (9) + 4 = 13 Probably not

Damage: 1d6 + 1 ⇒ (5) + 1 = 6

Primary Attack: 1d20 + 4 ⇒ (8) + 4 = 12
Damage: 1d6 + 1 ⇒ (3) + 1 = 4

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CG Dwarf/Ooze | Oozemorph 1 | HP: 14/14 | AC: 13(+1)/16(+1) | CMB: +1, CMD: 14 | F: +6, R: +5, W: +0 | Init: +3 | Perc: +4 | Speed 20ft | Active conditions: None.

"What in the blazes of Torag's forge is this strange creature!"
Startled by this sudden transformation in front of him Torgrin tries to skewer it with long sharp pointed fingers, trying not to hit the wearer of the small serpent.

Primary Attack: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 1d6 + 1 ⇒ (4) + 1 = 5
Primary Attack: 1d20 + 4 ⇒ (9) + 4 = 13
Damage: 1d6 + 1 ⇒ (3) + 1 = 4

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CG Dwarf/Ooze | Oozemorph 1 | HP: 14/14 | AC: 13(+1)/16(+1) | CMB: +1, CMD: 14 | F: +6, R: +5, W: +0 | Init: +3 | Perc: +4 | Speed 20ft | Active conditions: None.

I apologize extremely, I was taken out of town for a few days again and I should have said something, I do hope I didn't hold anything up and fully understand if you had to kill me savagely

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CG Dwarf/Ooze | Oozemorph 1 | HP: 14/14 | AC: 13(+1)/16(+1) | CMB: +1, CMD: 14 | F: +6, R: +5, W: +0 | Init: +3 | Perc: +4 | Speed 20ft | Active conditions: None.

Torgrin looks behind him at the encroaching Marcie, turns his eyes back to the goblin and whispers, "It's alright mate, she scares us to"

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CG Dwarf/Ooze | Oozemorph 1 | HP: 14/14 | AC: 13(+1)/16(+1) | CMB: +1, CMD: 14 | F: +6, R: +5, W: +0 | Init: +3 | Perc: +4 | Speed 20ft | Active conditions: None.

Torgrin sees that his options are limited, but he hopes that the enchanted Gecko only has eyes for his current target and tries to move past him to attack the goblin (red).

After moving up Togrin surprises even himself with the roar from his orchish form, slamming his clawed fingers down from an overhead strike.

Primary Attack: 1d20 + 1 + 3 ⇒ (5) + 1 + 3 = 9

Once more overcompensating for this larger-than-dwarf form he decided on.

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CG Dwarf/Ooze | Oozemorph 1 | HP: 14/14 | AC: 13(+1)/16(+1) | CMB: +1, CMD: 14 | F: +6, R: +5, W: +0 | Init: +3 | Perc: +4 | Speed 20ft | Active conditions: None.

Is it the gecko or goblin in front of me? "foul green creature" was cause I failed any knowledge, although maybe it has been said out loud and I could have said goblin, but I think its the "purple" that is in front of me.

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CG Dwarf/Ooze | Oozemorph 1 | HP: 14/14 | AC: 13(+1)/16(+1) | CMB: +1, CMD: 14 | F: +6, R: +5, W: +0 | Init: +3 | Perc: +4 | Speed 20ft | Active conditions: None.

Sorry I was out of Internet range for a few days, back now

Torgin steps up to the foul green creature in front of him and slashes out with both elongated claw-like fingers.

Primary Attack: 1d20 + 4 ⇒ (1) + 4 = 5
He swings to high, but his next attack digs deep into flesh.
Primary Attack: 1d20 + 4 ⇒ (13) + 4 = 17
Damage: 1d6 + 2 ⇒ (4) + 2 = 6 Sorry forgot the +1 from Inspire Courage so 7

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CG Dwarf/Ooze | Oozemorph 1 | HP: 14/14 | AC: 13(+1)/16(+1) | CMB: +1, CMD: 14 | F: +6, R: +5, W: +0 | Init: +3 | Perc: +4 | Speed 20ft | Active conditions: None.

Seeing his friends all gathering around, posed for combat, Torgrin realizes now is the time to attack, the odds are in our favor. He launches himself the short distance to nearest goblin and slashes once with his elongated claw-like fingers.
Attack: 1d20 + 1 + 2 ⇒ (2) + 1 + 2 = 5
But overcompensates his swing, his blow slashing into the dirt beside the goblin instead.

Torgrin groans at this, Ugh, I needed more time out of the dark mines before I went on some darn foolish adventure

For the goblins, my current AC is 16

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CG Dwarf/Ooze | Oozemorph 1 | HP: 14/14 | AC: 13(+1)/16(+1) | CMB: +1, CMD: 14 | F: +6, R: +5, W: +0 | Init: +3 | Perc: +4 | Speed 20ft | Active conditions: None.

Looking through the distance Torgrin spots the feathered creature. Nature: 1d20 + 4 ⇒ (4) + 4 = 8 Unsure of what large fowl this could be, but the danger seems to be with the antagonizing little beasts and their leader.

Torgrin takes this moment, with their backs turned, and his form stretches and grows into a humanoid form that finally settles on a ferocious looking half-orc. Perhaps this form will strike some fear and doubt in them when we attack

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CG Dwarf/Ooze | Oozemorph 1 | HP: 14/14 | AC: 13(+1)/16(+1) | CMB: +1, CMD: 14 | F: +6, R: +5, W: +0 | Init: +3 | Perc: +4 | Speed 20ft | Active conditions: None.

Hearing that we're stopping because something could be ahead, Torgrin jumps to the ground and slides ahead, moving from one tree trunk to another

Stealth: 1d20 + 7 ⇒ (3) + 7 = 10

Torgrin would be grimacing if he had a face, as some fallen branches crack against his weight.

It was a +7!! And one of four skills, lol

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CG Dwarf/Ooze | Oozemorph 1 | HP: 14/14 | AC: 13(+1)/16(+1) | CMB: +1, CMD: 14 | F: +6, R: +5, W: +0 | Init: +3 | Perc: +4 | Speed 20ft | Active conditions: None.

Horgrin assumes his dwarven form and sifts through the former camp, seeing what he can learn.

Nature: 1d20 + 4 ⇒ (6) + 4 = 10

He tries to put the remaining bones into some sort of pattern of a creature, but cannot gleam what it could be.

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CG Dwarf/Ooze | Oozemorph 1 | HP: 14/14 | AC: 13(+1)/16(+1) | CMB: +1, CMD: 14 | F: +6, R: +5, W: +0 | Init: +3 | Perc: +4 | Speed 20ft | Active conditions: None.

Ok added to the "about" section

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CG Dwarf/Ooze | Oozemorph 1 | HP: 14/14 | AC: 13(+1)/16(+1) | CMB: +1, CMD: 14 | F: +6, R: +5, W: +0 | Init: +3 | Perc: +4 | Speed 20ft | Active conditions: None.

I see what you mean now, I'll try to find how to add that into the profile

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CG Dwarf/Ooze | Oozemorph 1 | HP: 14/14 | AC: 13(+1)/16(+1) | CMB: +1, CMD: 14 | F: +6, R: +5, W: +0 | Init: +3 | Perc: +4 | Speed 20ft | Active conditions: None.

Sadly not trained in it, actually not trained in a lot :) I'm not used to playing a low skill class


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