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*** Venture-Agent, Colorado—Colorado Springs 151 posts (700 including aliases). No reviews. No lists. No wishlists. 36 Organized Play characters.



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Khairam! Nice to see you again, my friend! Hope things in RL land are going well and you can be back to the fun of gaming again soon :=)

The Exchange

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Human Ranger 3; HP 36/36; AC 18, touch 14, FF 14; CMD 20; Fort +5, Ref +7, Will +3 Init +5, Perception +7, speed 30 ft
skills:
Handle animal +5, Heal +5, Intimidate +5, Knowledge (geography) +4, Knowledge (local) +4, Knowledge (nature) +4, Survival +7, Perception +7, Profession (caravan guard) +4, Sense motive +6

Welcome back! Agreed, depression is a challenge. I find that physical activity is helpful (walking, weightlifting, pacing erratically, etc.) as it helps boost serotonin levels. Not sure if that will be helpful or not, but figured I'd at least throw the suggestion your way.

Now, back to eliminating the greenskin menace!!

Liberty's Edge

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Kitsune Medium; HP 13/21; 18 AC, 13 touch, 15 FF; 15 CMD; Fort +3, Ref +4, Will +4 Init +3, Perception +5, 20 ft mvmt (medium armor)
Skills:
Bluff +7, Diplomacy +7, Knowledge (arcana, planes, religion) +6, Linguistics +7, Perception +5, sense motive +4, Use magic device +8

We've got the shiny, thanks to your charm, let's just leave these chumps to be eaten by elementals and head on out, came an effeminate voice in Sionnach's mind.

Nay, came a more pompous voice, we must harness the pure arcane energy flowing through this "shiny" as you simpletons call it.

Quiet, both of you, came the voice most recently coming out of Sionnach's mouth. I've finally found my love and we are not leaving without her!

Quiet, peaceful life with someone you love, came a slower, more deliberate voice. I think I actually agree with the demon worshipper for once.

Thank you, replied the current voice. And once again, she's a goddess, not a demon.

"Thought you heard a voice, Akri?" Sionnach said. "Hope that doesn't mean our fearless leader is going crazy." The voices all laughed at his wit.

Liberty's Edge

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Kitsune Medium; HP 13/21; 18 AC, 13 touch, 15 FF; 15 CMD; Fort +3, Ref +4, Will +4 Init +3, Perception +5, 20 ft mvmt (medium armor)
Skills:
Bluff +7, Diplomacy +7, Knowledge (arcana, planes, religion) +6, Linguistics +7, Perception +5, sense motive +4, Use magic device +8

So much great role playing in this group. I will be truly sad when our adventure reaches its close.

Liberty's Edge

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Kitsune Medium; HP 13/21; 18 AC, 13 touch, 15 FF; 15 CMD; Fort +3, Ref +4, Will +4 Init +3, Perception +5, 20 ft mvmt (medium armor)
Skills:
Bluff +7, Diplomacy +7, Knowledge (arcana, planes, religion) +6, Linguistics +7, Perception +5, sense motive +4, Use magic device +8

Knowledge Religion: 1d20 + 6 ⇒ (10) + 6 = 16 to determine if cure light wounds will actually keep the bloody skeleton from reforming

If it will, Sionnach will spend his turn 5 ft stepping away from the flaming skeleton and casting Cure Light Wounds: 1d8 + 5 ⇒ (7) + 5 = 12 (DC 14 for half damage) on the bloody skeleton.

If it will not, he attacks the flaming skeleton.
Morningstar: 1d20 ⇒ 20
Damage: 1d8 ⇒ 1

Wow, in case it matters, let me confirm that crit!
Morningstar: 1d20 ⇒ 12
Damage: 1d8 ⇒ 5

Silver Crusade

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Human Battle Host 1/Grenadier 2; HP 9/18; AC 16, touch 10, FF 16; CMD 16; Fort +4, Ref +2, Will +0 Init +2, Perception +3, speed 20 ft (medium armor) Skills
show:
craft: basket weaving +8, diplomacy +3, disable device +4 (+6 with MW thieves' tools), intimidate +2, knowledge (arcana, engineering, history, planes, religion) +8, linguistics +9, perception +3, sense motive +2

Balinor eyes the (red) owlbeast knowing full well that his strike should have vanquished it. "Your foul trickery will not save you this time!" he bellows, swinging his mighty blade.

Greatsword: 1d20 + 9 ⇒ (10) + 9 = 19
damage: 2d6 + 8 ⇒ (2, 1) + 8 = 11

Wow, really messed up having a d20 damage in the first attack. Thanks for calling it to my attention, all, as I almost did the same things again. I need more sleep.

Scarab Sages

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Elven Skald/1;11/11 HP; 17 AC, touch 13, FF14; F+3, R+3, W+3; CMB +2, CMD 15 Init +5; Perception +5; 30 ft mvmnt
Skills:
bluff +6, diplomacy +6, perception +5, perform (singing) +6

Are you going to try to sing our way out of trouble as usual?

But of course!

Shadrick hops on top of the group's table using it as a makeshift stage and pronounces, "Yes, ladies and gentlemen, witness the awesome might and power of Narekk the Nasty!" and he begins singing...

Narekk the nasty
Is large and quite smashy
but he really is
a teddy bear at heart

If he sees there's a threat
well then you'd better bet
that he'll smash
that threat apart

He's the finest of friends
staying true to the end
He'll never let you down
not one speck

He's a hero through and through
and a friend forever true
he's the nasty
orc Narekk
"

"How about a round of applause for the hero, ladies and gentlemen. The kindly orc who put and end to drunken violence!"

Perform: 1d20 + 6 ⇒ (11) + 6 = 17

Hooray for decent rolls and good bonuses! Hopefully we don't end up in jail.

Silver Crusade

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Human Battle Host 1/Grenadier 2; HP 9/18; AC 16, touch 10, FF 16; CMD 16; Fort +4, Ref +2, Will +0 Init +2, Perception +3, speed 20 ft (medium armor) Skills
show:
craft: basket weaving +8, diplomacy +3, disable device +4 (+6 with MW thieves' tools), intimidate +2, knowledge (arcana, engineering, history, planes, religion) +8, linguistics +9, perception +3, sense motive +2

Ahh! Physical human interaction! Balinor will be clueless as to what to do!

"I...that is..." Balinor manages to fumble out, clearly perplexed as to Rilia's sudden attention towards him.

Balinor tries to figure out if she's meaning something more than "go get a book" Sense Motive: 1d20 + 2 ⇒ (1) + 2 = 3

Balinor is confident that she really wants the book and has nothing else in mind.

What was the name of that book again? Oh, "The Libro Opportunae Distractio." What a nice name.

Yes, I see what you're doing there, but Balinor doesn't really socially interact with any sort of actual capability or competence. He'll be in the next room looking for an actual book.

Silver Crusade

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Human Battle Host 1/Grenadier 2; HP 9/18; AC 16, touch 10, FF 16; CMD 16; Fort +4, Ref +2, Will +0 Init +2, Perception +3, speed 20 ft (medium armor) Skills
show:
craft: basket weaving +8, diplomacy +3, disable device +4 (+6 with MW thieves' tools), intimidate +2, knowledge (arcana, engineering, history, planes, religion) +8, linguistics +9, perception +3, sense motive +2

Seeing that the owl things are not offering any sort of direct threat at the moment, Balinor joins the discussion, though he still holds his sword at the ready.

"These books are the property of the Pathfinder Society. Will you return them once you have found what you have needed?"

He then added, paying particular attention for a response, "And do you swear that what you are doing will bring no harm to the Pathfinders?"

Sense Motive: 1d20 + 2 ⇒ (6) + 2 = 8

Wow. Nice roll. I believe everything they say. Owls are the most honest creatures EVER!

Scarab Sages

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Elven Occultist; HP 17/21; AC 18, touch 15, ff 13; CMD 17; Fort +3, Ref +6, Will +2 (+2 vs enchantment, immune to sleep) Init +5, Perception +5, 30 ft mvmt
Skills:
Appraise +8, Bluff +8, Diplomacy +7, Disable device +11, Knowledge (arcana, engineering, history, planes, religion) +8, Linguistics +9, Perception +5, Sense motive +10, Sleight of hand +11, Spellcraft +8

"If I may interject," Fillion said, casually and subtly pointing at the arcane markings so his companions would take notice, "the reason you've not heard of the assassin known as the Phantom is that she is thorough. Very thorough. Usually when a person angers her, they're dead before they've drawn a breath to say anything negative about her. Just thought it fair to make you aware."

And as he concludes speaking, he offers a smug smile.

Bluff: 1d20 + 8 ⇒ (13) + 8 = 21

Liberty's Edge

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Kitsune Medium; HP 13/21; 18 AC, 13 touch, 15 FF; 15 CMD; Fort +3, Ref +4, Will +4 Init +3, Perception +5, 20 ft mvmt (medium armor)
Skills:
Bluff +7, Diplomacy +7, Knowledge (arcana, planes, religion) +6, Linguistics +7, Perception +5, sense motive +4, Use magic device +8

In response to the bird, the now pasty white, gaunt-looking, black-haired Sionnach offers a shrug and says, "Indulging in the joys of life and refusing to give those up makes some good sense to me. Realistically, I don't think anyone is in a hurry to meet Pharasma, and Urgathoa is kind enough t give her children the option not to."

Then, with a broad smile, he adds, "As one inhabiting spirit to another, I'd think that makes good sense to you."

Liberty's Edge

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Kitsune Medium; HP 13/21; 18 AC, 13 touch, 15 FF; 15 CMD; Fort +3, Ref +4, Will +4 Init +3, Perception +5, 20 ft mvmt (medium armor)
Skills:
Bluff +7, Diplomacy +7, Knowledge (arcana, planes, religion) +6, Linguistics +7, Perception +5, sense motive +4, Use magic device +8

Just loving how this is shaping up. It's reading like Akri, who has the Osiriani ties in the first place, is pulling together this team of experts as some new parchment showing this unexplored tomb has come up. Therefore, the reputation of the investigator made him a good choice (and knowing each other by reputation makes the initial formal greeting make even more sense). Then the versatility of the medium, with whom the dwarf has history and experience, made sense as no one knows what we'll encounter. Finally, the bird (looking for a method to turn her/himself back to human) has the potential to gain something here and appeals to the dwarf for arcane casting. It's like Ocean's Eleven...but with only four...and swords...

Liberty's Edge

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Kitsune Medium; HP 13/21; 18 AC, 13 touch, 15 FF; 15 CMD; Fort +3, Ref +4, Will +4 Init +3, Perception +5, 20 ft mvmt (medium armor)
Skills:
Bluff +7, Diplomacy +7, Knowledge (arcana, planes, religion) +6, Linguistics +7, Perception +5, sense motive +4, Use magic device +8

An androgynous-looking figure which appears to be human comes sauntering towards the duo of adventurers. While it's unclear whether it's a boy or girl approaching, it's clear that this is a figure full of confidence.

"Don't think you two ravishing fellows are about to head off without me," (s)he purrs, then adds in a slightly more masculine tone, "That is, perhaps I could be a significant help in whatever you're getting yourselves into now?"

And then, glancing down at his/herself, (s)he shakes his/her head and says, "And probably help other than her."

At this his/her head flicks back up, throws a coy wink and adds, "Though this one's a lot more fun, eh boys?"

Probably going with the hierophant spirit, but thought I'd let the trickster make a guest appearance.

Incidentally, I like the idea of having some background of how they would know each other. The Ultimate Campaign table seems suitably random to me.


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Okay, so at present, it looks like a party of:
Kineticist-ranged attacks
Summoner-frontline beasties and casting
Oracle of Nature-Divine casting and healer
Investigator-skill monkey and party face
and then I could add my battle host occultist for frontline.

It's very possible I'm off on my generalization of character roles, but this looks like a decently balanced party to me.


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Okay, so the syngergist witch-- "At 1st level, a synergist gains the ability to meld or unmeld with her familiar as a standard action. While the familiar is melded, its body becomes part of the synergist's and can't be targeted or affected by any means (including ongoing effects), though the familiar can still communicate its feelings empathically. The symbiosis causes the synergist to adopt some basic physical features of the familiar and grants additional abilities based on the synergist's level."
A protector familiar-- "A protector gains Bodyguard and Combat Reflexes as bonus feats. If the familiar is occupying its master's square, it can use Bodyguard to aid another to improve its master's AC even if it doesn't threaten the attacking foe."

Therefore, logic tells me that this combo would mean that the synergist witch would get a constant +2 to AC while merged with the familiar. True, the merge does not allow the animal to attack separately, but RAW says that the familiar can use the bodyguard feat "even if it doesn't threaten the attacking foe."
Is this accurate, or am I misinterpreting something?


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I played two of my occult characters during a play through of the Silverhex Chronicles.
For the first two adventures, I used my mesmerist. He failed quite a bit. As we quickly offended the young noblewoman in the graveyard, she stayed at distance and starting firing crossbow bolts at us. In order to trick her into moving towards our fighter, I cast unnatural lust on her. Twice. She made her save both times. The only real impact I had was succeeding in dazing a horse.
In the second encounter, he was similarly unhelpful.
I switched to my melee-focused occultist for the final four. He did quite well. Having the combination of his enhancement from the legacy weapon as well as the psychic weapon focus power (further augmented by a bardic performance from a party member), I hit more often than I missed. Additionally, my greatsword was doing 2d6+10 damage. I managed to take out a raging barbarian during the Crash section, and more impressively, saved the party by taking out both of the assassins in the Silverhex portion after they'd trapped my party members in the cave.
Final observations: the mesmerist sounded great to me, but has been a disappointment everytime I've tried him as his spells (even enhanced by his gaze) failed far too frequently, and little else was available to him.
The occultist has some latent versatility in the varying schools. However, my only experience thus far has been in melee application. What I've observed in that is glorious success.


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Playtest 2--The actual running of the adventure.
I was originally going to try the rebuilt spiritualist on this, but ended up going with the kineticist as we had no arcane casters in the party, so he kind of fit that bill.
My overall experience of playing this character was fantastic. As I built up his con and dex and dumped in silly stats like cha and int, he was a delight: a simple-minded man with no social skills. RP value was glorious. Of course, given that I only had one skill point after the int dump, perception was the only high skill I had any ranks in. Despite this, he did alright in the chase section.
I had him try some social interactions as I figured (being in character) he wouldn't be quite bright enough to know how bad he was at them. This was fun.
Our attempt to get into the sewers to pursue the goblin guild involved our bard trying to bluff. My kineticist proceeded to keep believing this bluff through the entire adventure. As stated, the dump stats created some challenges, but also some fun roleplay.
On the function end, he was a magnificent cannon. Other players at the table were shocked by the power of his blasts as he, once again, eliminated more than his fair share of goblins. They were further surprised when they learned this was not just a certain number of times per day he could blast, but rather, an at will power. I then explained that the trade-off is a lack of any spells. The general consensus was that this is an awesome ranged attack arcane caster.

My daughter is prepping to run another adventure this week, so we'll practice for that one as we did this time. I've built an occultist to add to the mix in place of the titan mauler. We'll see if he's as effective in that role.


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My 11 year old daughter recently ran her first adventure (yep, my baby girl's a GM), and we did a test run at home before she ran it for Society play. I took advantage of that opportunity to play some occult characters. My party consisted of:
Level 1 human hydrokineticist (ranged build)
Level 1 human spiritualist (melee-focused build)
Level 1 human mesmerist
and I added in a level 2 Halfling titan mauler as our meat shield

The adventure was Rise of the Goblin Guild. The chase scene worked out really well with this group as it was such a nice array of skills represented (except for the kineticist who has no real skills to speak of). When we caught the goblin, she was easily made friendly by the mesmerist's charisma-based skills. Obvious conclusion here: mesmerists can really shine in the social scenarios.
In short order, we were heading into the sewer to fight goblins.

Overall observations on the characters:
I opted for the more damaging blast for my kinetecist even though it meant giving up hitting for ranged touch versus full AC. Therefore, he had to be human so I could get point-blank and precise shot. With these feats in his arsenal, he was beastly. In terms of damage output, he easily kept up with the titan mauler.
The spiritualist went in with the idea that he and his phantom would work as flank buddies. This failed as the first encounter involved a hallway with a pit trap separating us from our foes and the second involved the phantom being blown up with an alchemist's bombs.
The mesmerist accomplished very little in terms of his actual powers. The "flank trick" helped out the titan mauler once, every attempt to daze a goblin failed, and he would have basically been almost useless in the combats had he not purchased a light crossbow.

Encounter specific observations:
First encounter-Goblins in a hallway and a pit trap. The spiritualist triggered the trap and landed in a pit with a young slime mold. His phantom jumped in to save him, and they dealt with that beastie. The mesmerist tried to daze a goblin and failed, then he did nothing other than fire crossbow bolts, but the kineticist was the star of the show as he eliminated two goblins with his first two shots.
Second encounter-A goblin lab with 3 lab assistants on the main level and an alchemist on a balcony we couldn't access. The assistants were quickly dispatched by the titan mauler, the spiritualist and his phantom, and the kineticist. However, a clustered grouping of heroes coming through a doorway made an easy target for the alchemist who dispatched the phantom with his bomb (2d6+2 damage) and nearly did in the spiritualist with the splash damage (they had both taken damage from the lab assistants as well). This battle boiled down to water blasts and crossbow bolts failing to hit the alchemist (who made good usage of his elevated position for some partial coverage). The spiritualist spent this portion of the fight hiding underneath the balcony. Basically, we failed to do the alchemist in, but he ran out of bombs, then he gulped an expeditious retreat potion, and fled.
Third encounter-Three goblins on the opposite side of running sewer water with pipes we could come across (acrobatics check) to close in on them. The kineticist and his ranged attack shined yet again. The spiritualist got a boost to acrobatics from his phantom being back in his consciousness, so that was a perk. Basically, the titan mauler was the star of this battle as he charged to do one in, then finished a second on his next turn. However, the mesmerist took partial credit as he had put the "flanking trick" on the titan mauler before he charged.
Fourth encounter (boss fight)-Again, we triggered a trap, but a good save roll got us easily through that. The hobgoblin boss called in some goblin lackeys, and the party proceeded to annihilate them. The mesmerist tried to daze two of the goblins and failed. The kineticist did some serious damage to the boss and took out a goblin. The spiritualist managed to take down another goblin, and the titan mauler finished off the weakened boss.

After this adventure, I changed my build of the spiritualist slightly by opting for the scythe over the twin kukri and changing his feat from two-weapon fighting to dodge. Hopefully, this will help. My favorite thing about the class from this experience was that the phantom gives the skill boosts even after being dispatched. Way different than the summoner who has no benefit after the eidolon is dispatched.
The kineticist was easily the most effective character in the party as his blasts did serious damage and he was relevant in every fight (as well as playing the role of cleric with his healing blast).
The mesmerist was rather effective as a social character, but didn't contribute as much as I thought he might in actual combat. This is definitely a character who needs to have an option other than just the spellcasting (thank goodness I bought that crossbow).

I used one of these characters for the actual run of the scenario (with a real party and other players and everything), but I'll post that separately.


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nighttree wrote:

As has been said above....this is a concept I have tried with existing classes and never been able to pull of to my satisfaction....LOVING THIS!

When considering emotional focus for Phantoms...can we get something like manipulative...as in a phantom that is manipulating it's "master" too it's own ends ?

Oooo, manipulative spirit could be an interesting archetype idea.