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When I hear the rouge. I imagine some strange spell caster summoning and manipulating red things, like pulling them from some pocket dimension and using them as weapons.

Rouge ability:

Rouge crystal - The rouge pulls a red crystal from a pocket realm and hurls it at an enemy, which causes it to shatter on impact. Make a ranged touch attack against an enemy up to 30 feet away. this ability does 1d4+1 dmg for each level, up to level 5. You can use this ability 3 + Int mod times a day

Rouge shield. - the Rouge creates a crystalline shield, pulling a large Crystal out of thin air and using it as a shield to protect themself from harm. until they are next attacked they get a +4 shield bonus to their AC. They may use this ability up to 3 times a day.

Spectral weapon - the rouge may summon a weapon, a red spectral copy of one which they have come in contact with in the last 24 hours. this duplicate functions as the same as a non magical equivalent as the original, except it acts on it's own will and works to protect the rouge. It has the same crit range, damage, and damage type as the selected weapon. it lasts for a number of rounds equal to the rouges INT modifier. the rouge must be level 7 before selecting this ability.


In the description for their wild talent class feature, it says about blast and defense wild talents:

A kineticist cannot normally select blast or defence wild talents.

Why? and how would I gain them if not through selecting them as I level?


So what happens if I take both abilities? can I still have clerics worshiping me if I have no alignment?

Beyond Morality (Ex): You have no alignment. You can become a member of any class, even one with an alignment requirement, and can never lose your membership because of a change in alignment. If you violate the code of ethics of any of your classes, you might still lose access to certain features of such classes, subject to GM discretion. Attempts to detect your alignment don't return any results. If a class restricts you from casting spells with an alignment descriptor, you can cast such spells without restrictions or repercussions. If you're the target of a spell or effect that is based on alignment, you're treated as the most favorable alignment when determining the spell's effect on you. Any effects that alter alignment have no effect on you. If you lose this effect, you revert to your previous alignment.

Divine Source (Su): You can grant divine spells to those who follow your cause, allowing them to select you as their deity for the purposes of determining their spells and domains. Select two domains upon taking this ability. These domains must be alignment domains matching your alignment if possible, unless your alignment is neutral. You grant access to these domains as if you were a deity. Creatures that gain spells from you don't receive any spells per day of levels higher than your tier; they lose those spell slots. In addition, you can cast spells from domains you grant as long as their level is equal to or less than your tier. Each day as a spell-like ability, you can cast one spell of each level equal to or less than your tier (selecting from those available to you from your divine source domains). If you're a cleric or you venerate a deity, you may change your spell domains to those you grant others. At 6th tier and 9th tier, you can select this ability again, adding one domain and two subdomains (see the Advanced Player's Guide) to your list each time and adding their spells to the list of those that you can cast.

I'd want to take both to resemble the outsider from dishonored, but I don't know if I can.


The mysterious masked hero, who only went by the name "Flashfire" disappeared after the catastrophe that plagued the land. Rumors spread that he still travels far away lands, continuing to save people from seemingly insurmountable threats. However he never seems to stop to be thanked, only happy looking for the next great challenge!

Griv-norok, his work in this land done, set his sights on his homeland. A place where his people were destroyed before him, while he was powerless to stop it. The people responsible would regret letting a seemingly harmless fallen paladin escape. Now he was an anti-paladin, with an army of goblins, zombies, and Asmodeus cultists at his command.


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(Playing a monk//sorcerer superhero, goblins attack town, I run up to two of them and point to one)

"I accept your surrender!"

(Goblins laugh at me, I flurry and drop the one I pointed to in 1 round, then point to the other.)

"I accept your surrender!"

(Goblin soils itself)


Lincoln Hills wrote:
Well, if the other player's a Bard, why not be a bard too? You can be a singing duo. Plenty of options in the class to make you guys entirely different in style.

WILD STALLIONS!

(Plays guitar solo)


ShortRedandLoud wrote:
link41020 wrote:
I haven't heard of mythic drawbacks before, can you point me to some info on this?

Possibly because they're actually called Mythic Flaws. Insanity was renamed Mercurial Mind.

Mythic Flaws

awesome thank you, I'll be sure to take a look at it.


ShortRedandLoud wrote:

For the mythic playtest I had a character that was part of an evil organization that had gotten hold of an artifact longbow that contained mythic power. She had been chosen to wield the artifact on behalf of the organization.

Empowered by the artifact she became an extremely lethal agent of the organization, but the power was a bit too much for her. She had the insanity mythic drawback as a result. She was essentially a non-mythic character with power beyond her control.

The playtest campaign was pretty short. By the campaign's end she had attempted to kill one other PC for their similar mythic artifact, who opted to destroy it instead, and ended up murdering another one after the campaign had ended.

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Current campaign my paladin got her mythic power after beating the 'hell' out of Satan's Butler a few times in the defense of an innocent soul contained in a soul gem. Her deity was directly involved in the victory, however, and the implication seems to be that the deity is slowly ascending her to Goddess of the Gnomes or something along those lines.

There may have been some other magical things involved, but my knowledge-less paladin hasn't found out what those things were.

-

The campaign I'm DMing has mythic power, though no PC has claimed it. Mythic power is an ancient power thought to be similar to the power of the Divines that has existed for the longest time, but has been lost and forgotten. Only fairly recently has it been reawakened by the threat of apocalypse. If they want to get it, they'll have to find a way to claim it.

I haven't heard of mythic drawbacks before, can you point me to some info on this?


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10 moons for 10 months, the first and last herald the beginning and end of the dream, at the end of the year, the god wakes and the next year begins when he sleeps again. an instant for the people of this world, eons for the god as time simply stops while he is awake.

1 - Night-bringer: This moon heralds the beginning of the sleep. Days are short and nights are long. The god has only just fallen asleep so the dream is new, and still in it's infancy. The moon is ill-formed and transparent, changing shape seemingly at random. This represents the re-birth of creation.

10 - Dawns-herald: A fractured moon broken into a hundred pieces hangs overhead to represent the ending of the dream. Like the first month this one is dark. Endless night with the ever looming threat of dawn just on the horizon. While the sun heralds good tidings for most of the year, now it represents the end of creation, until it's rebirth the next year.

Feel free to fill in the middle.

Also, 8 days a week, since 4 is not available.


I've got so many I'll have to get back to you, but here's a short list:

Elemental knight (suli magus archetype) find some way to change energy types, and wail on enemies with flaming/shocking/corrosive/frost weapons.

The barBEARian: Druid 4/barbarian 4/Druid X - Grab shaping focus so wildshape is based on character level, not druid, and boon companion so my wildshape AND companion are equal my character level, wildshape into bear, activate rage. Be a pissed of bear on the battlefield.

If I can grab the 3.5 class arcane hierophant then do this:
http://www.giantitp.com/forums//archive/index.php?t-252549.html

A Lawful good champion of Irori, mythic tiers to be a godling of Irori. maybe Suli again for flurry + elemental assault

Another Suli (guess my favorite race) who is a straight monk of the four winds. elemental assault + elemental fist (which increases in damage as I level)+ suli favored class bonus? I PUNCH SO MUCH FIRE IN YOUR FACE!

A sorcerer based on Sylar from heroes, who selects spells when he levels up based on the foes he's slain.

Not to mention a few characters straight copied from other games/movies.

Barbarian/synthesist that is immune to fire damage and Screams like a madman while raging (Krieg from borderlands 2) I'LL SHOW YOU WHAT A REAL BADASS IS! LOSING BLOOD... GIVE ME YOURS!

When ACG comes out Definitely a Sherlock Holmes type investigator.


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I vote 4 suns, 4 moons, 3 other planets (so in total there is 4)

Did I mention I like the number 4?

also since you mentioned NPC's bassed on our names, how will you handle mine?


I vote 9!


I like this, you sir are a brilliant madman!


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Marthkus wrote:
ArmouredMonk13 wrote:
Marthkus wrote:
Summoners are basically just weaker druids.
I believe that you made a typo Marthkus. Should that read
Quote:
Summoners are basically just stronger druids.

Or have you not played a Summoner.

Because they get standard action Summon Monster at the same level a wizard would be using 3+highest stat/day Summon Monster is better than Summon Nature's Ally because the latter summons beatsticks, and the former summons mobile assault platforms.

They get a beatstick eidolon much like the druid gets a beatstick animal companion, but the eidolon can be large sized without problems of getting places because they can be dismissed and resummoned to get in places they can't normally get, can be used as skill monkeys with little investment, and have infinite flavor options.

The Summoner gets high-quality spells at earlier-than-normal levels (See haste) and can be a buffer or battlefield controller while the eidolon is fighting. The Summoner is worse than the druid in melee maybe, but not nearly worse as a caster.

I've played a master summoner. The problem with summoners is that they are personally squishy and have fewer spells than a druid.

Now excluding master summoner, druid summoning wins out through shear bulk. Furthermore without an eidolon out the summoner is no where near comparable to a druid. Summoners gets some nice spells, but it is a very limited list compared to the druid, has less spell levels, and less spells slots. The eidolon is hands down better than the druids animal companion, but a druid's AC doesn't share equipment slots like the eidolon and the summoner. So a summoner with a tough eidolon makes himself even more squishy.

A druid is like a combination of the master summoner and synthesis archetypes, taking the important elements (lots of summons and tackiness) while limiting the exploitative nature of those (less hordes and no stat replacing).

Now I think a master summoner can tangle with the druid as a powerhouse from...

Hello I'm a druid, meet my bear.

Hello I'm a summoner, meet Cthulhu.


For race I'd recommend a fire aligned suli.

Suli's have an ability to surround their arms with elemental energies for extra damage with unarmed attacks or weapons. it lasts 1 round per character level.

On top of that the fire alternate racial trait allows you to shoot your arm flames up to 10 feet as well.

and then there is the monk alternate favored class bonus of +1/2 to elemental assault dmg.

To make things even better suli's get +2 str (in addition to +2 cha -2 int.)


I have one question, it stated that a COI cannot have followers cohorts etc.

But can one become a cohort?


blackbloodtroll wrote:

Honestly, this much restriction can create a number of bland NPC style characters.

Nobody below 10, and no one above 16.

A group of cardboard cutouts, each painted up, to look unique.

By the way, I am thinking I will build this "Vanilla Man".

Like a super hero, who has the power, to be average, at everything.

There was a time when Carl Adams found his day to be quite average, a little to average. After surviving the Trauma of a radioactive average day he became, CAPTAIN AVERAGE!

Able to do anything most people can he protects the world from the dangers of the unique, duty bound to fight his evil nemesis, Mr. special.


There is a WAY overpowered feat in eidolons unbound called fabulous beasts, it's 3rd party but if Dm allows, then take it.

it gives 3 evolution points, +1 every 4 levels, so level 20 brings it to 48 points.


So I just recently finished Dishonored, great game BTW, and feel a little inspired. I may be starting a Gestalt game soon, and if so would like to make a Sorcerer/Rogue in a similar vein as Corvo Attono. As such, I would want to give him a mask, any ideas as to how I could find rules governing the wearing of masks? I wouldn't want any of the magic ones I've seen, as I want to make my own custom magic items.