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Also would like to know if Go First or Unflappable HOF are ok


This sounds like fun! I am working on a character, a kineticist/mageknight(resizer) gathlain that likes to hang out all Diminutive sized and flying around and make use of the Guardian sphere to be a tiny little tank that runs around challenging all the big things it encounters.

Wondering about something - can my telesmae be flavored as an ioun stone floating around my head? I wanted to make my character somewhat more chaotic neutral, and have my telesmae be more lawful and/or good, and have it act as a sort of morality reminder. Ideally with the ability to thump me on the head when I misbehave.


Here is a first pass at my submission. Still might tweak it a little, but needed to get it out there before heading out of town.

Bob the Skull
Male Gathlain Incanter 1 Wraith (Unbodied) 4
Chaotic Neutral Small Fey
Init +2; Senses Perception +10
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Defense
--------------------
AC 17, touch 13, flat-footed 15 [+4 Armor, +2 Dex, +1 Size]
hp 24 (5 HD; 1d6+4d8-5)
Fort +2, Ref +7, Will +7
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Offense
--------------------
Speed 30 ft, fly 40ft (poor)

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Magic
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Caster Level 4; MSB 5; MSD 16; Concentration +10
Tradition Mental Focus, Rigorous Concentration, Witchmarked CAM Int
Spell Points 11
Telekinesis - CL 7; DC 19; Duration Concentration; Range Medium (170 ft); Talents Dancing Weapon, Divided Mind (8 targets), Greater Speed, Increased Range, Powerful Telekinesis; Drawbacks None
- Bludgeon
- Catch
- Hostile Lift
- Sustained Force
Invisibility - CL 4; DC 17; Duration 4 minutes; Range Close (35 ft); Talents Invisibility; Drawbacks Disappearance
- Invisibility
--------------------
Statistics
--------------------
Str 7, Dex 14, Con 8, Int 21, Wis 10, Cha 16
Base Atk +3; CMB +0; CMD 14
Feats Extra Magic Talent, Extra Wraith Haunt, Sphere Focus (Telekinesis);
Skills Fly +7, Know(Arcana) +13, Know(Dungeon) +13, Know(Local) +13, Know(Nature) +13, Know(Planes) +13, Know(Religion) +13, Perception +10, Sense Motive +4, Spellcraft +13, Stealth +11;
Traits Kinetic Drain, Resilient
Languages Common, Sylvan, Draconic, Elven, Goblin, Orc, Abyssal
Other Gear Bone Skull, Explorer's Outfit, Handy Haversack, Cloak of Resistance +1, Headband of Vast Intelligence +2, Telekinesis Staff +1, Mithral chain shirt
Haunt Path Path of the Poltergeist
Wraith Haunts Ranged Possession, Object Ride
--------------------
Special Abilities
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Easy Focus Maintaining a sphere effect takes a move action instead of a standard action
Illusion: Invisibility (DC 18) You can make creatures or objects vanish from view
Telekinesis: Dancing Weapon Improve your use of lifted objects as weapons
Telekinesis: Divided Mind (8 targets) Lift multiple objects at once
Telekinesis: Greater Speed Move lifted objects more quickly
Telekinesis: Powerful Telekinesis Move larger items with your telekinesis
Telekinesis: Telekinesis (Large, Speed 55 ft, DC 20) You can move objects and creatures with your mind, with several applications
Telekinetic Impediment -1 (3/day) (Sp) Immediate action imposes a penalty on an enemy's attack
Telekinetic Stability +2 (Su) You gain a bonus to Fly, Acrobatics, and CMD
Permanent Wraith (Su) Permanently locked in wraith form, 2NL damage each round not possessing
Possession (Su) Actively or passively possess a creature within reach
Manifest (Su) 12 min/day manifest physical body as a move action, return to wraith form as a free action
Path Possession The poltergeist may actively possess unattended objects, animating them to serve. These objects count as being willing. The object must be of a size the wraith could animate per the Animate Objects talent of the Enhancement sphere, using his class level as his caster level. The object gains the statistics and abilities as an animated object per the Animate Object talent of the Enhancement sphere.
Ranged Possession The wraith may attempt to possess valid targets within close range (25 ft. + 5 ft. per 2 class levels).
Object Ride The wraith may spend a spell point to passively possess an object for up to 1 hour per level. Attended objects receive a Will save. The object can be no smaller than Tiny and no larger than Huge. At level 10, the minimum object size decreases to Diminutive and the maximum increases to Gargantuan. The wraith retains his normal senses while possessing an object. Additionally, the wraith may designate a single object within the normal limits as his refuge. Possessing the refuge does not require a spell point. Designating an object as a refuge requires a 1-hour ritual. Designating a new object causing any previous refuges to cease functioning as a refuge.


Interested as well! Will get something up soon, using Spheres stuff.


Diamondust wrote:
...learning to disguise his dark skin and light aversion...

Just so you know, if I'm in the game, my character is routinely going to be a Large sized (by 5th level Huge sized) source of Bright Light, with Encompassing Light being on in most battles. Might be tricky to disguise light aversion in that situation. Obviously, you do you if you can get the GM to go along with it, but just wanted to give that heads up. Assuming we both get in, that would put you blinded for the first round of every combat, and dazzled for all of all combats, unless you have a way to counter that.


Shi'Vatha wrote:
dwilhelmi wrote:
You know what's fun? There is nothing restricting the use of both Physical Paragon and Mental Paragon. All 18s, across the board, would be very interesting. Didn't take that route myself, but just thought that was fun.
Character Creation Rules wrote:


You may have one Horrifically Overpowered feat per level.

Both Mental and Physical Paragon state they are taken at 1st level.

Nope! Both have specific conditions that happen if they are taken at first level, but it doesn't specify that they must. In fact, the fact that they both have that conditional "If you take this feat at first level" itself implies that it can be taken at later levels.


Sebecloki wrote:
dwilhelmi wrote:
You know what's fun? There is nothing restricting the use of both Physical Paragon and Mental Paragon. All 18s, across the board, would be very interesting. Didn't take that route myself, but just thought that was fun.
yeah, but are the bonuses from that better than the other options? I think there's actually a pretty low impact to that, considering the other things HOP feats can do.

Yeah, probably not. Maybe if this was a one or two player game, and we were trying to wear many hats, but on the whole not so much.


You know what's fun? There is nothing restricting the use of both Physical Paragon and Mental Paragon. All 18s, across the board, would be very interesting. Didn't take that route myself, but just thought that was fun.


As River said, with one exception - we also get a Fighter-type progression with Mythic feats, in addition to the one per tier. So we get two mythic feats at first tier, two more at second tier, one more at third tier, two more at fourth, and so on.

Ynja, that is not a typo - the feats listed under Mythic Feats on my sheet are the Mythic versions of those feats, so Mythic Cleave and Mythic Physical Paragon. Mythic Physical Paragon is my second Horrifically Overpowered Feat. It gives you an untyped bonus to Str, Con, and Dex equal to your mythic tier.

EDIT: Also, for those interested, this article has the text of most of the Horrifically Overpowered Feats, along with general ratings: https://projects.inklesspen.com/fatal-and-friends/libertad/the-genius-guide -to-horrifically-overpowered-feats/


Just to make sure I've got the feats right:
At third level, we would have a total of 5 feats; one per level (3 feats) plus fighter progression (1 feat at both first and second level). Potentially plus the human bonus feat and any regular class bonus feats. Right?

With mythic feats having the same progression, how does that work? Do we get one mythic feat per tier, plus a fighter-type progression where we get one bonus feat at mythic tier 1, 2, 4, 6, 8, and 10? So being at tier 1 to start, we would have a total of 2 mythic feats? Is that right?


I am also confused about how no-iteratives and unchained economy interact. I'm familiar with both rule sets, but both change full attacks in different ways.

In no-iteratives, there is still a "full attack action", and the number of hits you get in that action is based on how far above AC you get on the one roll, still limited based on your BAB (with a potential max of 5 attacks at 20BAB). There is still a normal attack action in this system, which is only one hit no matter how far past the AC you go.

In unchained economy, there is no "full attack action" only regular attacks, which take one simple action to perform. As far as I can tell, there is no limitation based on BAB; at level 1 or level 20, you can potentially make a total of 3 attacks by using 3 simple actions, with penalties on the second and third attack. Without natural attacks or TWF, there seems to be no way to get more than 3 attacks.

So with both in play, how does that work? Is there still a "full attack action" that is based on the 1 roll, and if so, is it a simple or complex action? How many actions does it use up? Is it limited to BAB or not? What is the max number of attacks you can get? It isn't entirely clear how these two interact.


I'm interested. One question - how do you want to run Gestalt for Spheres material? There is this, on the SoP wiki, but it is not "official", as there are no officially released rules for gestalting spheres. Thoughts?

http://spheresofpower.wikidot.com/gestalt-rules


Same! We only had, what, 7 complete submissions? We could pull off a 7 person table, right? :D


Looks like a good time, and I'm always game for some Spheres action. I already had a spheres incanter that I really enjoyed playing from a Shattered Star game that had to stop from attrition, so I leveled him down and tweaked the background to fit with the listed campaign options. Let me know if you have any questions.

Funds: 3d6 ⇒ (3, 6, 4) = 13 x 10 = 130

Background:

Ivan is a noble of House Kaddren from Magnimar… at least he was, before becoming exiled. The young man has a fondness for comfort and is a skilled magician, who discovered how easy it was to cheat at cards when you could manipulate time. Unfortunately, his penchant for cheating his way into the easy life caught up to him, and his cheating was discovered. His name saved him from any severe punishment, but it was the last thing it did for him. No longer welcome or recognized by his family after that debacle, Ivan took whatever he had and left. Hoping to go someplace that doesn’t know about his downfall, he hit the road, and it took him to Sandpoint. This rinky backwater town isn’t much, but hopefully he can make a name for himself here away from his exile.

Crunch:

Ivan Kaddren
Male human incanter 1
CG Medium humanoid (human)
Init +2; Senses Perception +1
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Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 8 (1d6+2)
Fort +1, Ref +3, Will +2
Weaknesses aligned combatant, energy focus, magical signs, somatic casting, somatic casting, verbal casting
--------------------
Offense
--------------------
Speed 50 ft., fast 10 ft.
Melee destructive blast -1 touch (1d4)
Incanter Spell-Like Abilities (CL 1st; concentration +5)
. . 3/day—slowing touch
--------------------
Statistics
--------------------
Str 8, Dex 14, Con 12, Int 14, Wis 10, Cha 18
Base Atk +0; CMB -1; CMD 11
Feats Extra Magic Talent, Extra Magic Talent
Traits affable, city born - magnimar
Skills Acrobatics +2 (+10 to jump), Bluff +5, Diplomacy +10 (+12 to gather information.), Intimidate +5, Knowledge (local) +6, Knowledge (nobility) +6, Linguistics +6, Perception +1
Languages Common, Kelish, Thassilonian, Varisian
SQ augment healing, agile feet (7/day), casting, cleric domains (liberation, travel), crystal blast, destructive blast, easy focus, extended range, haste, liberation (1 rounds/day), ranged teleport, ranged time, shift time, slow, specializations (cleric domain, cleric domain, sphere specialization [time]), teleport
Other Gear 130 gp
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Special Abilities
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Agile Feet (7/day) (Su) For 1 rd, you ignore difficult terrain.
Aligned Combatant (Good) Your destructive blast deals full damage only to creatures of your opposed alignment
Casting (CL 1, MSB +1, MSD 12, Concentration +5, DC 14) You can cast sphere effects.
Destruction: Crystal Blast Destructive Blast deals piercing damage (d4's) and can entangle target
Destruction: Destructive Blast 1d4 Ranged or melee touch attack deals 1d4 damage
Destruction: Extended Range Increase the range of your destructive blast
Easy Focus Maintaining a sphere effect takes a move action instead of a standard action
Energy Focus (Crystal) You may only make a destructive blast of a single energy type
Fast (10 feet) (Su) You gain a +10 bonus to your base movement speed
Incanter Domain (Liberation) Granted Powers: You are a spirit of freedom and a staunch foe against all who would enslave and oppress.
Incanter Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Liberation (1 rounds/day) (Su) Act as if you had freedom of movement for 1 rounds/day.
Magical Signs Your use of magic is obvious to all observers
Slowing Touch (1 round, 3/day) (Sp) Touch attack staggers target
Somatic Casting You must have at least 1 hand free to use magic, and may be susceptible to ASF
Somatic Casting You must have at least 1 hand free to use magic, and may be susceptible to ASF
Time: Augment Healing Custom talent
Time: Haste Target can make an extra attack during a full attack
Time: Ranged Time Use alter time abilities at range
Time: Shift Time Target can "borrow" an action against their next turn
Time: Slow (DC 15) Target becomes staggered
Verbal Casting You must be able to speak aloud to use magic, and may be susceptible to ASF
Warp: Ranged Teleport Teleport other targets within Close range
Warp: Teleport You can teleport yourself as a standard action


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I'm in


Dude, that would be awesome! What could possibly go wrong?


Here is where I am leaning with my submission. I really like the Wraith class, and feel like it would fit in well with this sort of dark/gritty magic game. I haven't fully figured out my equipment yet (probably Specialist package, but unsure). Might still tweak things, but wanted to get it out there to get thoughts. Let me know if there are any issues or questions.

TL;DR:

Gunter is an unbodied wraith, locked in an incorporeal form, who can sometimes manifest a body and will more often possess other bodies or objects. He is private in his use of magic, and his magic is a purely mental activity. In combat, he will usually possess one or more things, and also use telekinesis to bludgeon things. His possession ability is his man schtick, though, and he will use it liberally both in and out of combat.

He is quiet, generally untrusting, and has a fierce hatred of the German government. He doesn't particularly have any loyalties, but will play along with just about anything that can further his goal of bringing down the Germans.


Background:

Gunter was an odd child. Very intense, very quiet, and yet was someone that drew people to him. He was born in Berlin, Germany, in April of 1922. He grew up relatively happy, with his parents and two siblings. As he grew, he began to find that he was different than most. He had a natural gift for magic, able to understand the world on a fundamental level and move things in it with just his mind. For the most part, he tried to keep this weirdness quiet; he was naturally private anyway, and certainly didn't want to stand out in any way.

That was all well and good until the fall of 1939. 17 years old, and with all the passion and invincibility that youth brings, he did something rather stupid. His father got into an altercation with the local police; it was over a simple misunderstanding, but it got heated. When the police started beating on him, Gunter got angry, and began using his abilities against them to try to protect his Dad. The officers were surprised, to say the least, and quickly left.

The next day, the Ahnenerbe-SS came; not that he knew who they were, though he would find that out quickly. They came and took Gunter. When his father tried to stop them, they shot him in the head. They quickly executed the rest of his family, and then set fire to their home. It was all over in a matter of minutes; Gunter was dragged off, bound and gagged, and despair settled into his soul.

The experiments began soon after. The things that they put his body through were unspeakable. They were trying to unlock his full potential, they said. Figure out how he did what he did so naturally. See if they could discover those secrets. Finally, though, they pushed him too far. Some combination of the drugs they injected him with and the electric shocks they were running through him galvanized his entire body, and suddenly he didn't have a body anymore. He was a pure spirit.

The germans didn't have anything ready to deal with that. Gunter's "body" passed right through the restraints that they had holding him. Unbound and unleashed, he made short work of the captors in the room with him, and then just walked out of the building. Right through walls and locked doors. He started moving, and just didn't stop.

He didn't really know what he was anymore. Was he dead? A ghost? Or something else entirely? He didn't know, and he didn't really care. All of his thoughts were consumed with revenge. Everything they had done to him, everything they had taken from him, the anger coursed through his thoughts and left nothing else behind. He began to attack the germans where he could, learning to use his new gifts in the most destructive ways possible. While he was doing so, he met a Russian operative who had the same goals as he did. The Razvedka took him in, trained him, helped him to understand his abilities better, and unleashed him on missions against the germans.

Gunter didn't really care about the Russians or anything else. They were helping him to achieve his goals, and that was enough for him.


Appearance:

When he is able to manifest his body, Gunter is a skinny and lanky youth, with dark hair and pale skin. The single overriding feature, though, are his eyes. They are a clear, sharp blue, the color of a frozen ocean on a clear day; and when he isn't trying to suppress it, his eyes glow with a fierce intensity, clearly not normal.

When he is not manifested, he is similar in appearance, but completely translucent. When in this form, you can still see the marks on his temples where the electricity was delivered; they show up as black burn marks. Despite the translucent nature of his body, his eyes still glow with exactly the same intensity as his manifested body.

However, the most common way you will see Gunter is as a floating object. The object may vary, but that is where he is most comfortable.


Crunch:

Günter Schmidt
Male human incanter 1/wraith 6
CN Medium humanoid (human)
Init +3; Senses Perception +9
Spell Points 16
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Defense
--------------------
AC 17, touch 16, flat-footed 14 (+1 deflection, +3 Dex, +2 enhancement, +1 natural)
hp 43 (7 HD; 1d6+6d8+7)
Fort +5, Ref +10, Will +9
Defensive Abilities telekinetic impediment
Weaknesses Energy Focus, Witchmarked, Mental Focus, Emotional Casting, Coy Caster
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Offense
--------------------
Speed 30 ft.
Melee destructive blast +7 touch (4d6)
Incanter Spell-Like Abilities (CL 1st; concentration +7)
. . 3/day—telekinetic impediment
--------------------
Statistics
--------------------
Str 8, Dex 16, Con 12, Int 12, Wis 10, Cha 22
Base Atk +4; CMB +3; CMD 19
Feats Extra Wraith Haunt, Extra Wraith Haunt, Hidden Heretic, Extra Magic Talent, Extra Magic Talent, Weapon Finesse
Traits Razvedka Operative, Favored Damage
Skills Acrobatics +11, Appraise +11, Bluff +17, Diplomacy +13, Fly +15, Knowledge (arcana) +10, Linguistics +7, Perception +9, Sleight of Hand +10, Stealth +15; Racial Modifiers telekinetic stability
Languages (4 points) German (Native) Russian (Proficient) English (Proficient)
SQ committed deception, acid blast, alter, casting, dancing weapon, destructive blast, divided mind, easy focus, effects, greater speed, illusion, illusionary sound, invisibility, powerful telekinesis, silver tongue, sorcerer bloodline (rakshasa[UM]), specializations (sorcerer bloodline, sphere specialization [telekinesis]), telekinesis
Haunt Path Path of the Poltergeist
Wraith Haunts Hidden Rider, Hidden Possessor, Ranged Possession, Object Ride
Other Gear masterwork backpack[APG], 450 gp
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Special Abilities
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Casting (CL 5, MSB +7, MSD 18, Concentration +13, DC 18) You can cast sphere effects.
Destruction: Acid Blast Destructive Blast deals acid damage
Destruction: Destructive Blast 4d6 Ranged or melee touch attack deals 4d6 damage
Easy Focus Maintaining a sphere effect takes a move action instead of a standard action
Energy Focus (Acid) You may only make a destructive blast of a single energy type
Illusion: Alter Make minor illusionary changes to an object or creature
Illusion: Committed Deception You may increase the casting time of an illusion by one step to reduce its total spell point cost by one (minimum 0).
Illusion: Effects Create illusions that are unconvincing, but can have some utility
Illusion: Illusion (DC 18) Create illusions that may fool observers
Illusion: Illusionary Sound Add sound to your illusions
Illusion: Invisibility (DC 18) You can make creatures or objects vanish from view
Rakshasa At some point in your family's history, one of your ancestors was tainted by the influence of a rakshasa. Though most of your family seem entirely normal, you have always felt your own skin is a prison from which magic allows you to escape. Your birt
Silver Tongue (9/day) (Su) At 1st level, you can draw upon your outsider heritage to spin amazingly convincing lies. Activating this ability is a swift action. You gain a +5 bonus on one Bluff check made to convince another of the truth of your words (similar to using glibn
Telekinesis: Dancing Weapon Improve your use of lifted objects as weapons
Telekinesis: Divided Mind (9 targets) Lift multiple objects at once
Telekinesis: Greater Speed Move lifted objects more quickly
Telekinesis: Powerful Telekinesis Move larger items with your telekinesis
Telekinesis: Telekinesis (Large, Speed 55 ft, DC 20) You can move objects and creatures with your mind, with several applications
Telekinetic Impediment -1 (3/day) (Sp) Immediate action imposes a penalty on an enemy's attack
Telekinetic Stability +2 (Su) You gain a bonus to Fly, Acrobatics, and CMD
Permanent Wraith (Su) Permanently locked in wraith form, 2NL damage each round not possessing
Possession (Su) Actively or passively possess a creature within reach
Manifest (Su) 12 min/day manifest physical body as a move action, return to wraith form as a free action
Path Possession The poltergeist may actively possess unattended objects, animating them to serve. These objects count as being willing. The object must be of a size the wraith could animate per the Animate Objects talent of the Enhancement sphere, using his class level as his caster level. The object gains the statistics and abilities as an animated object per the Animate Object talent of the Enhancement sphere.
Hidden Rider While possessing another creature or object, the wraith may hide from the divine ability of the Divination sphere and spells of the Divination school and pass through wards that would affect a possessing creature such as magic circle against evil or the effects of a forbiddance spell. The wraith must attempt a Will save against the spell or sphere ability (even if it doesn’t normally allow a saving throw). If he succeeds, the spell treats him as if he were his host (for instance, Divine Alignment would reveal only the host’s alignment, and forbiddance keyed to the host’s alignment wouldn’t damage the wraith). If the wraith’s saving throw fails, the spell functions against him as normal.
Hidden Possessor Creatures that are not aware of the wraith or do not count the wraith as a hostile creature take a -2 penalty on saves against his possession ability.
Ranged Possession The wraith may attempt to possess valid targets within close range (25 ft. + 5 ft. per 2 class levels).
Object Ride The wraith may spend a spell point to passively possess an object for up to 1 hour per level. Attended objects receive a Will save. The object can be no smaller than Tiny and no larger than Huge. At level 10, the minimum object size decreases to Diminutive and the maximum increases to Gargantuan. The wraith retains his normal senses while possessing an object. Additionally, the wraith may designate a single object within the normal limits as his refuge. Possessing the refuge does not require a spell point. Designating an object as a refuge requires a 1-hour ritual. Designating a new object causing any previous refuges to cease functioning as a refuge.
--------------------
Drawbacks
--------------------
Witchmarked Some aspect of your characteristics is a dead giveaway about your magical nature. This could be any purely cosmetic modification or sensation that is hard to hide such as a vestigial tail (or tails), glowing eyes, an aura visible to the naked eye or the stench of death clinging to you. The intensity of this trait grows proportional to your power. You take your caster level as a circumstance penalty to Disguise checks. Anyone who sees you and/or beats your Disguise check is able to identify you as magical and may make a Knowledge (arcana) check DC: 20 - your caster level (minimum DC 0) to learn your caster level and what base magic spheres you possess.
Mental Focus Your magic requires you to have a focus that is not always possible to achieve. You normally have focus, but lose it whenever you fail a save versus mind-affecting magic, have a critical hit confirmed on you, or a condition causes you to lose the ability to concentrate (such as being nauseated or helpless or failing an enforced concentration check such as from being entangled). Using magic without your mental focus requires you to make a concentration check (DC 20 + 1/2 caster level) to produce the desired effect. Failure means time (and any spell points) are spent, but no effect happens. If focus is lost, the caster can refocus by meditating as a full-round action that provokes attacks of opportunity.
Emotional Casting Your magic requires heightened emotional states of mind to use. When subject to a non-harmless magical effect that invokes an emotion (such as fear effects, spells with the (emotion) descriptor, or charms such as Fear or Hostility) you are unable to use magic.
Coy Caster If you attempt to use magic while you know you’re being observed, you must make a concentration check (DC 15 + 1/2 the caster level) to produce the desired effect. Failure means time (and any spell points) are spent, but no effect happens. If you believe you are hidden or alone, even if you’re not, you may use magic normally.


Dotting my interest, sounds like fun!


Spheres of Power Shifter class could also fit quite nicely, with the 20th level ability making any shape changes have unlimited duration. At that level, you'd have gobs of traits to put on it (potentially up to Colossal size, wings, DR, lots of goodies), and you would have a breath weapon with unlimited uses, though you can only fire it off once every 1d4 rounds.


5d6 - 1 ⇒ (5, 5, 1, 2, 2) - 1 = 14
5d6 - 2 ⇒ (3, 5, 3, 2, 6) - 2 = 17
5d6 - 2 ⇒ (2, 3, 6, 3, 3) - 2 = 15
5d6 - 3 ⇒ (3, 4, 5, 4, 5) - 3 = 18
5d6 - 1 ⇒ (1, 1, 1, 3, 1) - 1 = 6
5d6 - 1 ⇒ (5, 5, 5, 3, 1) - 1 = 18

Not as OP as I'd like, but I'll take it just the same. Dunno if I'll actually get something done in time or not, but would be fun to try.


A couple of questions:
1) If we apply ABP armor attunement to the clothes that a Monk is wearing, does that still count as being unarmored for all monk-y purposes like Wisdom to AC?
2) Can we apply ABP weapon attunement to a kineticist's kinetic blast?


Dotting my interest as well! Looks like fun.


I hopped onto the Discord server; I'm already on there a lot, so I'm glad you have one! Question for the GM - are we limited to Core spheres material only, or can we use stuff from released handbooks and such too?

Right now, I'm leaning toward a melee-focused shifter, likely a dwarf but not positive on that yet. Could also do a Destruction-focused incanter or elementalist, if that is preferred, but it seemed like the group was a little more squishy-based already and a BSF of some kind would be most useful. My favorite spheres are Time and Warp, but I see you already have a Master of Time and Space, so you probably don't need a second! :D

150GP starting wealth?


Hello peoples! Thanks for the invite. Love a good spheres game. I'll get caught up on gameplay and start kicking around characters! Any specific needs come to mind for party balance?


Man, I've been keeping an eye out for Spheres stuff for a while now, can't believe I missed this! If you have anyone bail on you, please keep me in mind as a replacement, would love to get in on a spheres game.


Dot.

4d6 ⇒ (5, 2, 5, 6) = 18-2=16
4d6 ⇒ (6, 1, 6, 3) = 16-1=15
4d6 ⇒ (2, 6, 6, 1) = 15-1=14

27-14=13
25-15=10
23-16=7

16+2=18

So final stats are:
18
15
14
13
10
7

I can work with that! Get something up in a day or two.


I'm currently planning on going straight hunter, human, with a cheetah animal companion, and a whole boatload of teamwork feats - currently have Outflank, Pack Flanking, Paired Opportunists, Stick Together, and Tandem Trip.

GM, I think it would be great for you to be on Discord also, much easier to ask questions that way.


Thanks Nerak, was just coming here to do that. In case anyone needs a different one, have another - https://discord.gg/8Zref


Dotting my dot.

Would anybody be up for some discussion in Discord? Might make it easier to plan out team composition/strategy. Discord, if you haven't used it, is a free gamer chat program.

I went ahead and created a server for us, in case anybody was interested - creating a server is easy and free, so I figured why not. If anybody is interested, you can use this link - https://discord.gg/2spms

GM, can you set up the gameplay thread so I can dot there and see the campaign in my campaigns?


Cool, looks like we got some teams forming! For team 2, I'm really interested personally in pushing the boundaries on what teamwork feats can do, so I'd be inclined towards classes that get free teamwork feats - hunter, inquisitor, holy tactician paladin - or classes that have a lot of spare feats - fighter and kineticist both come to mind. For theme, I'm fairly flexible.


I'd be interested in participating as well. I've always liked teamwork feats, and would be very interested in building a team together to utilize then.


Not gonna make it I think, unfortunately. I was able to get my WWL character *mostly* done, with a few minor tweaks still outstanding; didn't even get a chance to touch my RoW character.

WWL:

Unnamed Hero
Aasimar inquisitor (monster tactician) of Nethys 17 (Pathfinder Player Companion: Monster Summoner's Handbook 7, Pathfinder RPG Advanced Player's Guide 38, Pathfinder RPG Bestiary 7)
N Medium outsider (native)
Init +17; Senses darkvision 60 ft.; Perception +29
Aura aura of protection (30 ft., +3 deflection, energy resistance 10, 17 rounds/day)
--------------------
Defense
--------------------
AC 31, touch 18, flat-footed 23 (+9 armor, +8 Dex, +4 natural)
hp 156 (17d8+68)
Fort +18, Ref +18, Will +23; +1 trait bonus vs. the spells, spell-like abilities, and supernatural abilities of evil arcane spellcasters.
Defensive Abilities stalwart; Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Ranged heartseeker +25/+20/+15 (1d8+4/×3 plus 2d6 vs. evil and 1d6 electricity)
Special Attacks exploit weakness, greater bane (17 rounds/day)
Spell-Like Abilities (CL 17th; concentration +16)
. . 1/day—daylight
Domain Spell-Like Abilities (CL 17th; concentration +25)
. . 11/day—resistant touch (+4)
Inquisitor Spell-Like Abilities (CL 17th; concentration +25)
. . At will—detect alignment
Inquisitor (Monster Tactician) Spells Known (CL 17th; concentration +25)
. . 6th (3/day)—blade barrier (DC 24), greater dispel magic, heal
. . 5th (5/day)—banishment (DC 23), litany of vengeance[UC], telepathic bond, true seeing
. . 4th (6/day)—restoration, shared wrath[APG] (DC 22)
. . 3rd (7/day)—greater magic weapon
. . Domain Protection
--------------------
Statistics
--------------------
Str 14, Dex 26, Con 16, Int 14, Wis 26, Cha 8
Base Atk +12; CMB +15; CMD 32
Feats Augment Summoning, Coordinated Shot[ACG], Enfilading Fire[UC], Evolved Summoned Monster[ACG], Improved Precise Shot, Manyshot, Outflank[APG], Point-Blank Shot, Precise Shot, Precise Strike[APG], Rapid Shot, Shake It Off[UC], Spell Focus (conjuration), Superior Summoning[UM]
Traits outsider ties, warded against witchery
Skills Acrobatics +26, Appraise +3, Bluff +0, Climb +1, Diplomacy +0, Disguise +0, Escape Artist +7, Fly +26, Handle Animal +17, Heal +9, Intimidate +28, Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (local) +6, Knowledge (nature) +8, Knowledge (planes) +9, Knowledge (religion) +9, Linguistics +20, Perception +29, Ride +19, Sense Motive +28, Spellcraft +23 (+24 to identify spells cast by evil arcane spellcasters.), Stealth +27, Survival +9, Swim +1; Racial Modifiers +2 Acrobatics, +2 Diplomacy, +2 Fly, +2 Perception
Languages Abyssal, Aquan, Auran, Celestial, Common, Daemonic, Draconic, Garuda, Giant, Ignan, Infernal, Orc, Osiriani, Protean, Senzar, Shae, Sylvan, Terran, Thassilonian, Triaxian, Undercommon
SQ monster lore +8, solo tactics, stern gaze +8, summon monster IX, summon tactics, track +8
Combat Gear adamantine arrows (50), mariner's eyepatch; Other Gear celestial armor, heartseeker, amulet of natural armor +4, belt of physical perfection +6, boots of speed, handy haversack, headband of inspired wisdom +6, helm of the valkyrie[ACG], pale green prism ioun stone, ring of freedom of movement, ring of summoning affinity (angel)[ACG], wings of feather falling, 18,797 gp, 5 sp
--------------------
Special Abilities
--------------------
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Aura of Protection (17 rounds/day) (Su) 30 ft aura grants Energy Resistance 10 and a +3 deflection bonus to AC.
Coordinated Shot If ally threatens but doesn't provide cover gain +1 bon on ranged atks vs. opp.
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
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.
Enfilading Fire +2 to ranged att vs. a foe flanked by an ally with this feat.
Evolved Summoned Monster Apply a 1-point evolution to a creature you summon.
Exploit Weakness (Ex) With a crit, ignore DR, suppress Regen, and take advantage of vulnerability.
Greater Bane (+2 / 4d6, 17 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Inquisitor (Monster Tactician) Domain (Protection) Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.
Manyshot You can shoot two arrows as the first attack of a full attack action.
Monster Lore +8 (Ex) +8 to Knowledge checks when identifying the weaknessess of creatures.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Resistant Touch +4 (11/day) (Sp) As a standard action, touch ally to grant Protection domain's resist bon for 1 min, but lose own bonus.
Shake It Off Gain +1 to all saving throws per adjacent ally
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Stalwart (Ex) If you succeed at a Fort or Will save for reduced effect, you take none instead.
Stern Gaze +8 (Ex) +8 to Sense Motive and Intimidate.
Summon Monster IX (11/day) (Sp) Cast summon monster spells as a spell-like ability.
Summon Tactics (3 teamwork feats) (Su) Choose a number of teamwork feats known to apply to summoned monster.
Superior Summoning When summoning more than one creature, summon an extra one
Track +8 Add the listed bonus to Survival checks made to track.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

He is a summoning-focused ranged inquisitor with an eyepatch and riding a spectral wolf into battle. Had fun building him regardless. My plan was to make my RoW character someone who had seen my WWL character in battle once, and it inspired him to go down a similar path. Probably would go inquisitor too, but hadn't committed for sure yet. I feel like an eyepatch-wearing archer riding a flying spectral wolf would be something that would speak to most would-be adventurers regardless of class!

As the cutoff is approaching here in half an hour, I'm definitely not gonna get everything done, but wanted to share what I had made anyway, just because. Good luck on the gaming!


A bit late to the party, but I'm game for seeing if I can get two characters together before tomorrow night. Should be fun.

Level 1:

stat: 1d10 + 7 ⇒ (1) + 7 = 8
stat: 1d10 + 7 ⇒ (7) + 7 = 14
stat: 1d10 + 7 ⇒ (4) + 7 = 11
stat: 1d10 + 7 ⇒ (7) + 7 = 14

Level 17:

stat: 1d10 + 7 ⇒ (3) + 7 = 10
stat: 1d10 + 7 ⇒ (1) + 7 = 8
stat: 1d10 + 7 ⇒ (6) + 7 = 13
stat: 1d10 + 7 ⇒ (8) + 7 = 15


What about discord? It works really well for game chat, with notifications and everything.


We could do discord for chat and google docs for maps


I am in a similar situation - work full time from home with a flexibility to multitask. I can't make any guarantee to posting amounts, but more often than not I could participate a decent amount.

For chat venues, I've found Discord to be a pretty awesome chat utility with dice roller included. No maps, so we'd have to use it in conjunction with Google or Roll20 or something, but I like it as a chat platform because it provides notifications and I can run it as an app instead of in my browser, so I don't have to remember to check the browser tab. I've only used Roll20 as a map tool, and it works well for that, but can't speak to it as a chat utility. Never heard of fantasy grounds before now, so no opinion there.


How are the combats going to actually function? Will the combatants PM each other, or will everything filter through the GM? Will we use a shared map where we will both know each other's position? If I cast a spell, will my opponent see what I cast and any associated die rolls, or will they just receive a description of the visible effect? Wondering if stealth / perception / scouting type things are going to be a factor, or if it is pure might vs might.


Here is my completed submission for Ser Hector the Odd

Backstory:

Nobody looks at me like I'm normal. It's unfortunate, but true. Magic and might mix up in me like a maelstrom of forces that nobody understands, least of all me. Archmage Markous tries to help me understand my abilities, but I'm not entirely sure he understands them either. I am... unique. That's a good way to put it. We thought, once, that I was bound for the life of the Magi. My curse manifested at a young age; the wind just came to my beck and call, shaped to my will as if it were a living thing. It spoke to me in a way that I had never heard of in anyone else. The nature of it, though, seemed to ensure the calling of the Magi. I certainly took to the studies well enough, but truth be told my heart just wasn't in it. A good set of armor, a sturdy shield, these things called to me, pulled at my soul deeply as I watched the others at their practice. I knew I could make a good knight, that I was strong enough for it, if not for the taint of magic in my blood.

In the end, I found that my very soul seemed to rebel against the learned path of the Magi. The wind wouldn't come when I was indoors, away from my armor and surrounded by books. Without it, despite my intelligence, the magic just wouldn't come. My peers, they would be making great strides in learning new spells, but I couldn't make the simplest cantrip work.

Finally, Markous recognized the inevitable - I wasn't cut out for the Magi. My heart belonged with the knights. There was still magic in my blood, though, there was no helping that. As I began training as a squire, I finally felt complete. I was behind the others, it was true; I may never catch up. But unlike them, I don't have to rely on a sword that can break, on a blade that can be dropped or disarmed; the wind comes to me now, stronger than ever.

I am a knight, but not a normal one. The other knights don't fully trust me; the Magi look at me with pity; even my own family doesn't seem to know what to do with me. I am not normal. I know who I am, though; I have known it since I first laid eyes on the young king. Arthur isn't normal either. There is magic in him, in a way even more unique than my own. And even though our interaction was brief, for the first time I didn't feel like less of a knight because of my curse. I am not normal, but that's ok, because my king doesn't need normal. I am Ser Hector the Odd, and I'll never shrink from that name again.

Crunch:

Ser Hector the Odd
Human aerokineticist 4 (Pathfinder Player Companion: Psychic Anthology 25, Pathfinder RPG Occult Adventures 10)
NG Medium humanoid (human)
Init +1; Senses Perception +8
--------------------
Defense
--------------------
AC 23, touch 12, flat-footed 22 (+7 armor, +1 deflection, +1 Dex, +4 shield)
hp 47 (4d8+24)
Fort +10, Ref +6, Will +3
Defensive Abilities resolve 1/day
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Special Attacks kinetic blast
Kineticist Spell-Like Abilities (CL 4th; concentration +7)
. . Constant—feather fall
Kineticist Wild Talents Known
. . Defense—enveloping winds
. . Infusions—blade rush, gusting infusion (DC 17), kinetic blade
. . Blasts—air blast (+9 2d6+7)
. . Utility—air cushion, basic aerokinesis, voice of the wind
--------------------
Statistics
--------------------
Str 20, Dex 13, Con 20, Int 17, Wis 12, Cha 17
Base Atk +3; CMB +8; CMD 20
Feats Antagonize[UM], Power Attack, Shield Focus, Weapon Focus (kineticist blast)
Traits armor expert, fast-talker
Skills Acrobatics -4 (-8 to jump), Appraise +5, Bluff +11, Climb +1, Diplomacy +10, Handle Animal +7, Heal +5, Intimidate +10, Knowledge (arcana) +4, Knowledge (dungeoneering) +4, Knowledge (engineering) +4, Knowledge (geography) +4, Knowledge (history) +4, Knowledge (local) +4, Knowledge (nature) +7, Knowledge (nobility) +4, Knowledge (planes) +4, Knowledge (religion) +4, Perception +8, Perform (dance) +4, Ride +0, Sense Motive +8, Survival +2, Swim +1, Use Magic Device +10
Languages Common, Dwarven, Elven, Gnome
SQ burn (1 point/round, max 8), elemental bastion, elemental blade, elemental overflow +1, gather power
Other Gear field plate[ISWG], +1 heavy steel shield, cloak of resistance +1, ring of protection +1, 630 gp
--------------------
Special Abilities
--------------------
Air Cushion (Sp) Constantly under the effects of feather fall.
Antagonize Use Diplomacy or Intimidate to goad creatures
Blade Rush Move 30 feet, manifest kinetic blade and attack once.
Burn 1/round (4 nonlethal/burn, 8/day) Burn HP to gain greater effects on your wild talents.
Elemental Bastion (- Custom / magic armor -) (Ex) At 2nd level, the kinetic knight becomes proficient with medium and heavy armor and shields (except tower shields). In addition, the kinetic knight can accept 1 point of burn to attune herself to a specific light or heavy shield until the next time h
Elemental Blade (Su) Gain Kinetic Blade and other infusions, but can't use blasts without them.
Elemental Overflow (Ex) Gain a bonus to hit and damage with your blast when you use burn.
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Gusting Infusion (DC 17) Blast also acts as Gust of Wind
Kinetic Blade (One-Handed Weapon) Create a blade of pure energy.
Kinetic Blade Air Blast (Sp) Level 2; Burn 0
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Resolve (1/day) (Ex) Your resolve can remove effects or reroll saves.
Voice of the Wind (Sp) Whispers can act as message or whispering wind

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@GM, no, at level 4 it is restricted to "a nonreach, light or one-handed weapon", as outlined here. At level 5 they gain the ability to create "a reach weapon appropriate for your size" via the Kinetic Whip infusion. In all cases, the damage is driven by your kinetic blast damage (1d6+1+CON, increasing by 1d6+1 every 2 levels after 1), regardless of what form the weapon takes - the larger damage output is meant to balance out the lower BAB I think. The kinetic blade can be used for a full attack, charge, or standard attack action.

The kinetic knight archetype restricts the kineticist to only using the kinetic blade infusion and derivatives, no ranged blasts, and it requires that they wear heavy armor and use a heavy shield. The end result feels very much like your classic knight, but with some fun idiosyncrasies.


4d6 ⇒ (3, 5, 3, 6) = 17
4d6 ⇒ (1, 5, 6, 5) = 17
4d6 ⇒ (4, 4, 2, 2) = 12
4d6 ⇒ (4, 3, 6, 5) = 18
4d6 ⇒ (2, 6, 6, 5) = 19
4d6 ⇒ (3, 1, 3, 6) = 13

Any chance you would consider the Kinetic Knight archetype of the kineticist? It does not have full BAB or martial weapon proficiency, but only because he makes his own weapon - dude is still knight flavor through and through, though, so thought I would ask.


4d6 - 1 ⇒ (1, 5, 6, 2) - 1 = 13
4d6 - 3 ⇒ (6, 4, 5, 3) - 3 = 15
4d6 - 2 ⇒ (2, 3, 6, 6) - 2 = 15
4d6 - 2 ⇒ (2, 6, 5, 5) - 2 = 16
4d6 - 1 ⇒ (6, 1, 5, 2) - 1 = 13
4d6 - 3 ⇒ (4, 5, 3, 4) - 3 = 13

Nice and balanced, I can make something with that. Dotting my dot!


Dotting. Thinking about going kineticist/unchained rogue. Question - finesse training allows you to add dex to damage on one finessable weapon of choice. Can I choose my kinetic blade as that weapon, since it is finessable? Would it apply to my kinetic whip as well, when I get it, since they are both versions of my kinetic blast?

stats: 3d6 + 6 - 3 ⇒ (3, 6, 4) + 6 - 3 = 16
stats: 3d6 + 6 - 3 ⇒ (5, 3, 4) + 6 - 3 = 15
stats: 3d6 + 6 - 4 ⇒ (6, 4, 4) + 6 - 4 = 16
stats: 3d6 + 6 - 3 ⇒ (3, 6, 3) + 6 - 3 = 15
stats: 3d6 + 6 - 1 ⇒ (2, 6, 1) + 6 - 1 = 14
stats: 3d6 + 6 - 1 ⇒ (2, 1, 3) + 6 - 1 = 11


Ancient Dragon Master wrote:
@dwilhelmi Sorry I must have gotten the quotes mixed up in my head

No worries, I appreciate the heads up regardless!


Ancient Dragon Master wrote:


I think he meant roll on the Table on the left (Variant abilities) instead of the right (Physical features) because that is the one you give up your spell like ability for

Thanks for looking out, but I was basing that roll off this quote (emphasis mine):

DM Skull wrote:
@Everyone: Should you create an aasimar submission that I approve you are allowed to trade your spell-like ability and roll on the Variant Aasimar Abilities table. Also anyone playing an Aasimar rolls once on the Random Aasimar Features table.

So I gather that you can optionally roll on the variant abilities table (which I don't want to do, because I rather enjoy the angel-blooded Alter Self SLA), but in addition to that any and all aasimars must roll on the physical features table.


By proof of concept, you just want a general outline of character? Included are some of my thoughts about my build.

Build thoughts:

My basic thought, which I just realized would require yet *another* special permission, was to take the Bastard racial trait, and have my character be a bastard child who's mother was a commoner with angelic blood, giving her surpassing beauty but little to no money, while his father was a rich nobleman. He was enchanted by her beauty, they had a short but illegitimate relationship, but when she became pregnant with his child he realized the difficulty this would lead to and want nothing to do with it. I thought perhaps even going for a Rogarvian noble, and thus I would be in the interesting position of being angry that he wanted nothing to do with us, but also glad he didn't, because then we might have disappeared a decade ago as well.

I thought the angel-blood added a nice touch to the story, in giving strong motivation for why a wealthy nobleman would turn his eye to a commoner. Mechanically, it benefits the type of character I am building, a paladin/ranger switch hitter, with the bonuses in both strength and charisma, and the racial bonus to heal is nice as well with the bonus that gives to healing and the fact that I want to use lay on hands/channel energy fairly heavily.

I also thought of requesting demon-spawn tiefling instead, and going with the same story but having the nobleman father be the source of the tiefling blood - basically make one of the noble lines be hiding a tiefling heritage, and have that be part of the driving factor behind his wanting nothing to do with us. Mostly I went away from that because I wasn't sure on the advisability of significantly altering the bloodline of one of the major noble families of Brevoy, that seemed to be taking too many liberties with the world at large.

If you don't want to allow the Bastard trait with a scion-of-humanity aasimar, I could also go with the Issian trait without too much alteration in the story.

Just in case I get approval:
Variant Feature: 1d100 ⇒ 47
I'd be a leggy paladin, apparently!


dwilhelmi wrote:
DM Skull wrote:
Races allowed: Core, no problem. Advanced Race Guide by approval only.
Can I get approval for an Angel-Blooded Aasimar with the Scion of Humanity alternate racial trait?

Missed my question @DM


DM Skull wrote:
Races allowed: Core, no problem. Advanced Race Guide by approval only.

Can I get approval for an Angel-Blooded Aasimar with the Scion of Humanity alternate racial trait?


Set 1:

3d6 ⇒ (2, 4, 2) = 8
3d6 ⇒ (5, 4, 1) = 10
3d6 ⇒ (5, 5, 1) = 11
3d6 ⇒ (1, 2, 1) = 4
3d6 ⇒ (6, 6, 5) = 17
Reroll ones: 4d6 ⇒ (2, 4, 3, 1) = 10
Reroll more ones: 1d6 ⇒ 5
Results:
12
15
16
14
18

Set 2:

3d6 ⇒ (4, 3, 1) = 8
3d6 ⇒ (3, 5, 6) = 14
3d6 ⇒ (6, 3, 5) = 14
3d6 ⇒ (1, 1, 4) = 6
3d6 ⇒ (2, 4, 4) = 10
Reroll ones: 3d6 ⇒ (5, 3, 5) = 13

Set 3:

3d6 ⇒ (4, 3, 3) = 10
3d6 ⇒ (4, 5, 5) = 14
3d6 ⇒ (3, 4, 1) = 8
3d6 ⇒ (4, 3, 3) = 10
3d6 ⇒ (2, 4, 2) = 8
Reroll ones: 1d6 ⇒ 1
Reroll ones: 1d6 ⇒ 4

Set 4:

3d6 ⇒ (4, 4, 2) = 10
3d6 ⇒ (2, 4, 3) = 9
3d6 ⇒ (4, 5, 4) = 13
3d6 ⇒ (3, 5, 1) = 9
3d6 ⇒ (3, 3, 3) = 9
Reroll ones: 1d6 ⇒ 2

Set 5:

3d6 ⇒ (5, 4, 2) = 11
3d6 ⇒ (5, 1, 5) = 11
3d6 ⇒ (3, 5, 1) = 9
3d6 ⇒ (6, 1, 3) = 10
3d6 ⇒ (5, 4, 2) = 11
Reroll ones: 3d6 ⇒ (5, 6, 5) = 16

Set 6:

3d6 ⇒ (2, 2, 2) = 6
3d6 ⇒ (4, 1, 4) = 9
3d6 ⇒ (2, 5, 1) = 8
3d6 ⇒ (2, 6, 4) = 12
3d6 ⇒ (3, 2, 5) = 10
Reroll ones: 2d6 ⇒ (5, 2) = 7

Set 7:

3d6 ⇒ (2, 2, 6) = 10
3d6 ⇒ (2, 5, 5) = 12
3d6 ⇒ (1, 5, 2) = 8
3d6 ⇒ (5, 5, 1) = 11
3d6 ⇒ (1, 2, 3) = 6
Reroll ones: 3d6 ⇒ (1, 4, 1) = 6
Reroll ones: 2d6 ⇒ (5, 4) = 9

Set 8:

3d6 ⇒ (5, 3, 6) = 14
3d6 ⇒ (6, 4, 3) = 13
3d6 ⇒ (3, 2, 1) = 6
3d6 ⇒ (4, 2, 1) = 7
3d6 ⇒ (3, 4, 1) = 8
Reroll ones: 3d6 ⇒ (6, 6, 5) = 17

Set 9:

3d6 ⇒ (4, 3, 3) = 10
3d6 ⇒ (5, 6, 6) = 17
3d6 ⇒ (5, 6, 3) = 14
3d6 ⇒ (4, 6, 6) = 16
3d6 ⇒ (1, 3, 1) = 5
Reroll ones: 2d6 ⇒ (3, 4) = 7
Results:
13
18
17
18
13

Looks like we finally have a winner with Set 9 - 18, 18, 18, 17, 13, 13. Not sure what I'll be playing yet.


Submitting Alaneo Leafshadow, a gathlain character that I was working up from the previous recruitment. There, I had asked for and received permission to use this race; hoping he will be considered here as well. The gathlain has less RP than either the tiefling or the aasimar, and much of that comes from their natural fly speed, which I'm not even using since as a kineticist I have at-will flight anyway.

The gathlain have a rather potent FCB for the kineticist, that allows them to reduce 1/6 of a point more burn with every use of gather power. At this level, that is a total of an additional 3 burn points reduced. This allows me more options with my blasts, and offsets some of the drawbacks of playing an Overwhelming Soul kineticist.

Let me know if you have any problems with any of this, and I can try to rework it.

Personality:

Alaneo is a paranoid, flighty, mostly self-centered person, though with those that do earn his trust he can be very loyal. He is very weak physically, and if you manage to engage him in melee he is going to have a hard time of it, so he does everything he can to not put himself in that situation. He has a very forceful personality, and over the course of his adventures has developed a lot of faith in his own abilities. He loves to explore, to find new places and explore forgotten places. He loves a good prank, and will use his telekinesis to mess with people whenever he can. While not particularly religious, he considers himself loyal to The Lantern King, one of the Eldest of the First World, one who is a prankster without peer.

Crunch:

Alaneo Leafshadow
Male gathlain aerokineticist 18
CG Small fey
Init +12; Senses low-light vision; darkvision (60ft); Perception +23
--------------------
Defense
--------------------
AC 44, touch 23, flat-footed 38 (+9 armor, +5 deflection, +6 Dex, +1 insight, +6 natural, +6 shield, +1 size)
hp 171 (18d8+54)
Fort +19, Ref +25, Will +14 (additional +9 on Will vs. charm and compulsion effects)
--------------------
Offense
--------------------
Speed 30 ft.
Melee adamantine dagger +14/+9/+4 (1d3-1/19-20)
Special Attacks kinetic blast, metakinesis (empower, maximize, quicken, twice)
Kineticist Spell-Like Abilities (CL 18th; concentration +27)
. . Constant—feather fall, fly
Kineticist Wild Talents Known
. . Defense—enveloping winds
. . Infusions—chain, cloud, extended range, extreme range, synaptic infusion (DC 27), magnetic infusion, thundering infusion (DC 28)
. . Blasts—aetheric boost (), air blast (9d6+24), electric blast (9d6+10 electricity), telekinetic blast (9d6+24), thunderstorm blast (18d6+33 ½ electricity and ½ bludgeoning)
. . Utility—air cushion, basic aerokinesis, basic telekinesis, kinetic healer, reverse shift, ride the blast, spark of life, telekinetic finesse, telekinetic haul, telekinetic invisibility, windsight, wings of air
--------------------
Statistics
--------------------
Str 9, Dex 26, Con 14, Int 18, Wis 10, Cha 28
Base Atk +13; CMB +11; CMD 35
Feats Deadly Aim, Greater Spell Penetration, Improved Initiative, Improved Precise Shot, Iron Will, Point-Blank Shot, Precise Shot, Spell Penetration, Toughness, Weapon Focus (kineticist blast)
Traits Irrepressible, trap finder
Skills Acrobatics +18, Bluff +33, Climb -1, Diplomacy +33, Disable Device +28, Disguise +12, Fly +31, Intimidate +12, Knowledge (geography) +22, Knowledge (nature) +18, Perception +21, Sleight of Hand +26, Stealth +48, Use Magic Device +33;
Languages Auran, Common, Elven, Gnome, Halfling, Tengu
SQ burn (5 points/round, max 5), composite specialization, expanded element (aether), expanded element (air), gather power, infusion specialization 5, mental prowess, mind over matter, supercharge
Other Gear +5 shadow, greater mithral chain shirt, +5 determination mithral buckler, adamantine dagger, amulet of natural armor +5, belt of physical might +6 (Dex, Con), circlet of persuasion, cloak of displacement, minor, dusty rose prism ioun stone, goggles of night, handy haversack, headband of mental prowess +6 (Int, Cha), orange prism ioun stone, ring of freedom of movement, ring of protection +5, 13,643 gp
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Special Abilities
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Aetheric Boost (Sp) Level 9; Burn 1
Air Blast (Sp) Level 9; Burn 0
Air Cushion (Sp) Constantly under the effects of feather fall.
Burn 5/round (18 nonlethal/burn, 5/day) Burn HP to gain greater effects on your wild talents.
Chain Blast hits multiple targets.
Cloud (9 rounds) 20ft radius AoE causing 1/4 blast damage.
Composite Specialization (Su) Reduce the burn cost of composite blasts by 1
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -4/+8 Trade a penalty to ranged attacks for a bonus to ranged damage.
Electric Blast (Sp) Level 9; Burn 0
Extended Range Kinetic blast has range of 120ft.
Extreme Range Kinetic blast has range of 480ft.
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Infusion Specialization 5 (Ex) Reduce burn cost of blasts with infusions by 5
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Kinetic Healer (Sp) Heal others equal to your blast damage
Magnetic Infusion Blast makes target magnetic, meaning metal weapons are at +4 to hit them
Mental Prowess (4/day) (Su) Reduce burn of any wild talent by 1.
Metakinesis (Su) By accepting burn you affect your kinetic blast as if using a metamagic ability.
Mind Over Matter (Ex) Use Charisma in place of Constitution for wild talents.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Reverse Shift (Sp) Send your own body into the Ethereal Plane as ethereal jaunt.
Ride the Blast (Sp) Travel along with your blast attack.
Spark of Life (Sp) Use summon monster to summon elements.
Supercharge (Su) Increase effectiveness of gather power by 1.
Synaptic Infusion (DC 27) Blast staggers its targets
Telekinetic Blast (Sp) Level 9; Burn 0
Telekinetic Finesse (Sp) Use telekinesis to perform Sleight of Hand and Disable Device checks.
Telekinetic Haul (Sp) Move an object that weighs up to 100 lbs. per kineticist level.
Telekinetic Invisibility (Sp) Grants invisibility
Thundering Infusion (DC 28) Blast deafens its targets
Thunderstorm Blast (Sp) Level 9; Burn 1
Windsight (Su) You can see through mist and fog (including fog cloud and similar magic).
Wings of Air (Sp) You are constantly under the effects of fly.

Questions:

What would you rather play: A slightly modified high level module like WarWitch legacy or the Moonscar, a modified end of an Adventure path such as Rise of the Runelords, or a short original adventure written by a guy that you have no idea if he is any good at that sort of thing or not?

Honestly don't have a strong preference among any of those. If I had to pick one, I would probably pick the original adventure, just for the flexibility it brings, but honestly I'd be down for about anything.

Your character walks into a bar. What is the first thing they do?

Make like a ghost. He's far too paranoid to ever just walk into a bar. I mean, anybody could just walk right in! He would likely use Ethereal Jaunt outside the bar to go ethereal, walk through the wall, find a nice corner near the ceiling, and come back to the material plane using stealth and/or telekinetic invisibility to be all hidden-like. He would then watch everyone going about their business, see what fun was available to be had, and possibly use his telekinesis to have some fun with people. If he wanted a drink, he would use his basic telekinesis to appropriate one when nobody was looking.

Your character learns that an evil wizard is gathering power to try and invade the country that is the enemy of your native homeland. No one else seems to notice or care. What do you do?

Probably go to the bar and people-watch. Maybe grab a drink. Surely you were not expecting me to go put myself at risk to try to defend my enemy! The enemy of my enemy may not be my friend, but he certainly isn't automatically my enemy just because he is "evil".

Your ally is on the ground unconscious and bleeding out. Standing 5 ft behind their body is a Gargantuan Great Wyrm Black Dragon. You are 35 ft away, and it is your turn. What do you do (with rolls please!)

This depends entirely on the environment in which we find ourselves in. Largely, I see it playing out one of two ways:

If we are in a large open space:

As the small fey creature takes in the scenario before him, with his friend bleeding out on the ground, anger flashes in his eyes. "That was a mistake, wyrm." Then he reaches his hand forward, and a searing bolt of lightning shoots out of his hand. However, it doesn't leave his hand; rather, his entire body dissolves into electricity, and he seems to go with the lightning. The bolt shoots out toward the dragon, but just slightly to the beast's right. It then continues on, and on, until it seems to reach the limit of it's strength. At a spot roughly 480 feet away from where he started, Alaneo reforms from the electricity, standing and looking at the dragon, now comfortably over 400 feet behind the beast.

He stares at the giant dragon for a moment, anger over the situation and the fate of his friend flashing in his eyes. An observer would start to notice, though, that the flashes of anger appear to be... literal flashes. Little bolts of electricity flash through the whites of his eyes, streaking them with bright blueish-white flashes of energy, which then spread out to his face and ultimately through his whole skin.

Meanwhile, around him, streaks and bolts of electricity flash in the air, almost swirling around him, and they begin to make their way in toward the gathlain. His leafy wings shiver and quake as the electricity around him meets the electricity coarsing over his skin, and the bolts begin to sing out with ground-shaking peals of thunder. They swirl in, and then just as suddenly as they appeared they are gone. However, the air hangs silent, almost expectantly, as if the electricity is not gone, but simply contained.

Then, with a shattering boom, another bolt of lightning shoots out from his hand, seemingly faster and stronger than the previous bolt. It crosses the 445 feet to the dragon in the blink of an eye, and slams into the beasts back, seeming to hurt it. Alaneo's electric eyes squint as he smiles in pleasure, his leafy wings fluttering, as he waits for the beast to retaliate. Ole! Come and get me if you can, stupid beast.

Rules Stuff!

So my first action was a standard action to fire an Extreme Range Electric Blast, and use my Ride the Blast utility that allows me to move with the blast and appear at the end of it. Extreme Range makes the range of my blast 480 feet. I shot, not at the dragon, but past the dragon, and allowed the blast to play out to the extent of it's range.

My next action was a move action to Gather Power. Normally, this would reduce the next burn cost by 2, but with my Gathlain FCB, it instead reduces the next burn cost by 5.

This led to my final action, a swift action to use an Aetheric Quickened Empowered Thundering Extreme Range Electric Blast. The electric blast is a simple blast, boosted with the aetheric composite (which is normally 2 burn but reduced to 1 with Composite Specialization), using the Extreme Range infusion (2 burn, max range increased to 480ft) and the Thundering infusion (1 burn, if I get through SR the target has to make a DC28 fort save or be deafened), and using the Quickened (3 burn) and Empowered (1 burn) metakinesis. Infusion Specialization reduces my infusion costs by up to 5 burn, cancelling out the burn from both infusions. That leaves 1 burn from the aetheric boost and 4 burn from the metakinesis, which can all be paid for with my gather power.

So, now that rules explanation is out of the way, time for some rolls!
Blast touch attack vs touch AC 5: 1d20 + 29 ⇒ (3) + 29 = 32
SR check, CL18, +1 from ioun stone, +4 from feats, vs SR30: 1d20 + 23 ⇒ (7) + 23 = 30 Pass!
Blast damage: 9d6 + 19 ⇒ (6, 3, 1, 5, 3, 6, 4, 2, 2) + 19 = 51*1.5 (empowered) = 76
Dragon Fort save vs deafness DC 28: 1d20 + 23 ⇒ (15) + 23 = 38

For the remaining rounds, I would basically play cat and mouse. In any given turn, I should be able to Ride the Blast up to 480ft away and fire at the dragon, like I just did. Since the dragon can't move 480ft in a single round and attack, that *should* allow me to stay safe while chipping away. At 377 total HP, it would take me another 4 or 5 solid hits to drop the beast. I would just have to hope that my fallen companion can live long enough for me to finish off the wyrm and return to heal him with my Kinetic Healer wild talent.

If we are in a relatively small enclosed space:

Round 1

Thank goodness I'm invisible Alaneo thinks to himself, as he sees his friend fall to the vile beast; I would not want to fight this thing head to head in such close quarters. What to do now? How can I save Bob? Let's see if I can distract our friend a little. The little fey creature closes his eyes for a moment, and when he opens them again, the air in the space immediately behind his wormy foe starts to swirl together. After a moment, it forms itself into a creature - an Elder Air Elemental, hovering in the air directly behind the dragon.
Standard action to use my Spark of Life wild talent, which allows me to summon an Elder Elemental of one of my related elements. It only lasts for the one round, unless I use a move action next round to sustain it. Since I am directing it, it also has the mindless trait.

Immediately after it appears, it begins trying to slam into the back of the dragon.
Slam 1 vs AC41: 1d20 + 25 ⇒ (15) + 25 = 40 So close!
Slam 1 Damage: 2d8 + 9 ⇒ (4, 5) + 9 = 18
Slam 2 vs AC41: 1d20 + 25 ⇒ (2) + 25 = 27
Slam 2 Damage: 2d8 + 9 ⇒ (3, 6) + 9 = 18

While the air elemental is engaged with the dragon, Alaneo will try to sneak forward, to be next to his friend and try to heal him soon.
Stealth, +10 from Telekinetic Invisibility: 1d20 + 48 + 10 ⇒ (9) + 48 + 10 = 67
Dragon Perception: 1d20 + 39 ⇒ (20) + 39 = 59

Round 2
The dragon whirls around on the air elemental, and unleashes a full out assault on the swirling mass of air.
Attack rolls vs AC28
bite attack: 1d20 + 36 ⇒ (16) + 36 = 52
claw 1 attack: 1d20 + 35 ⇒ (13) + 35 = 48
claw 2 attack: 1d20 + 35 ⇒ (17) + 35 = 52
wing 1 attack: 1d20 + 33 ⇒ (20) + 33 = 53
wing 2 attack: 1d20 + 33 ⇒ (18) + 33 = 51
tail attack: 1d20 + 33 ⇒ (2) + 33 = 35

Damage, DR10/- in effect
bite damage: 4d6 + 19 + 6d6 ⇒ (4, 4, 1, 4) + 19 + (3, 3, 6, 3, 1, 4) = 52-10=42
claw 1 damage: 2d8 + 13 ⇒ (2, 1) + 13 = 16-10=6
claw 2 damage: 2d8 + 13 ⇒ (7, 2) + 13 = 22-10=12
wing 1 damage: 2d6 + 6 ⇒ (1, 2) + 6 = 9-10=0
wing 2 damage: 2d6 + 6 ⇒ (6, 5) + 6 = 17-10=7
tail damage: 2d8 + 19 ⇒ (7, 2) + 19 = 28-10=18
Total Damage: 85
Air Elemental HP: 67/152

Every single one of the dragon's attacks land on the air elemental, but the air creature soaks up the damage. Alaneo mentally directs the elemental to respond in kind. Move action to keep the Spark of Life active
Slam 1 vs AC41: 1d20 + 25 ⇒ (15) + 25 = 40 So close! Again!
Slam 1 Damage: 2d8 + 9 ⇒ (7, 5) + 9 = 21
Slam 2 vs AC41: 1d20 + 25 ⇒ (6) + 25 = 31
Slam 2 Damage: 2d8 + 9 ⇒ (6, 6) + 9 = 21

Meanwhile, with the dragon safely turned away trying to deal with the air elemental, the still-invisible Alaneo is able to bend down and apply his healing touch to Bob, who is still bleeding out.
Using Kinetic Healer, heals for my blast damage amount (doesn't specify which one, but apparently the author has specified that he intended to restrict it to simple blasts, so it heals 9d6+24), but the recipient has to take 1 burn (gives 1NL per level, can't be healed, but goes away automatically after resting)
Kinetic Healer: 9d6 + 24 ⇒ (4, 3, 4, 4, 4, 3, 2, 2, 6) + 24 = 56

With Bob now recovered, he makes a hasty retreat away from the dragon. Bob uses a Withdraw action to get out of Dodge. Assuming retreat is an option, I would follow him on my next turn, potentially summoning another elemental to continue to dance with the dragon. Bob and I could then safely make it out of the relatively small enclosed space, get Bob fully patched up, then plot our revenge. Or just run as far away as we can, that works too.

You are given 30,000G. However with it you can only buy 1 non magical thing from Ultimate Equipment. You simply get 30,000G worth of that thing. What do you choose?

Sneezing powder. It costs 60gp, which would allow me to buy 500 doses of it. Then I would camp out, flying and invisible, and drop one on the same spot every time someone would walk by. They would begin to sneeze, and have no idea why. That alone would be worth the cost of admission, but then I could later help spread the rumor about the cursed spot that caused any passersby to begin sneezing uncontrollably. I could make up some story about a man who caught such a bad cold that his sneezes would actually shake his brain inside his skull; he sneezed this way so much, that his brain couldn't handle the pressure and he died. He now haunts the spot where he died, causing any who pass through to share in his misery and sneeze. Stand there too long, and you might end up just like him... I wonder if I could get an entire town to begin avoiding the spot of my choosing? I bet I could.


Would you consider allowing a Gathlain character? Thinking about making an Overwhelming Soul kineticist, which is normally somewhat underpowered, but the Gathlain has a favored class bonus for kineticists which
allows them to increase the amount of burn cost reduction when using the kineticist’s gather power ability by 1/6 point; seems like that would offset the underpowered overwhelming soul quite nicely, and it sounds like a fun character to play.

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