TarkXT |
Hey Tarx, I didn't mean to pee in your Wheaties.
You peed in my Wheaties?!?
erm I mean.
If you want ot toss your hat go ahead and toss I'm gonna be a while anyway I'm not super familiar with alchemists I might jsut default to an archivist or detective bard out of familiarity.
Bilbo Bang-Bang |
Bilbo Bang-Bang wrote:Hey Tarx, I didn't mean to pee in your Wheaties.You peed in my Wheaties?!?
erm I mean.
If you want ot toss your hat go ahead and toss I'm gonna be a while anyway I'm not super familiar with alchemists I might jsut default to an archivist or detective bard out of familiarity.
Take a look at the Archaeologist Bard. They will likely meet the need and still not be a straight rogue or a bard with no trappy skills.
Mark Sweetman |
Think I'm going to give an alchemist a shot.
The other option that would give you Rogue like abilities is a Crypt Breaker Alchemist (from Inner Sea Magic).
They lose the mutagen for a Perception boosting version (which gives Darkvision or Scent), get boosted bombs vs Undead and Constructs, and trade out Brew Potion for Trapfinding (and the ability to take some trap related rogue talents as discoveries).
TarkXT |
TarkXT wrote:Think I'm going to give an alchemist a shot.The other option that would give you Rogue like abilities is a Crypt Breaker Alchemist (from Inner Sea Magic).
They lose the mutagen for a Perception boosting version (which gives Darkvision or Scent), get boosted bombs vs Undead and Constructs, and trade out Brew Potion for Trapfinding (and the ability to take some trap related rogue talents as discoveries).
Sadly I don't have inner sea magic but color me intrigued. I honestly want to play support as I have enough melee killers as is.
Mark Sweetman |
Tark - spoiler-ed below is the highlights. If you like it enough to want the exact wording I can throw that up tonight.
Mutagen is altered to give +4 Perception and a choice of Darkvision, Scent or Low-Light vision. Penalty is Light Blindness
Brew Potion is swapped for Trapfinding (as Rogue ability)
Bombs deal acid damage as standard (rather than fire), and deal d8 damage vs undead / constructs and d4 damage against everything else.
They also get access to the trap related rogue talents as discoveries.
At level 14, instead of Persistent Mutagen, their bombs threaten a crit against undead or constructs on 19-20.
Shifty |
Ah yes, the lvls were a bit optimistic^^ HOR will soon level up and HORI also, there is going to be a shower of XP-Winter has already levelled up, I just forgot to bing!
NINJALEVELS!
No, as in they snuck by us, not 'Winter takes a level in Ninja' (though that would be funny).
Shifty |
Will you stop that?
To players and slot:
I think HOR could alos live with one additional player (six are ok). So if Bilbo would join HOR, Tark could get into HOD?!
Yeah that could work.
Have almost completed the Winter build... HP time.
He went for his second (and most likely last) Pally level.
1d10 ⇒ 10
Woot!
Shifty |
I have to admit that I'm also rather close-fisted with gear-but like in Runelords, the boss fight will give the party some gear.
Oh I'm not pointing fingers, but in Runelords and SD there is a bit of a slow trickle of wealth, but LoF appears to be the same... so its not you, its them. :)
Shifty |
Gimme a moment to review the offered game and I will hammer out a character for it.
@Shifty What's the deal with people nearly coming unglued at suggesting a sword meant for hacking off pike hedges would not be useful in a 3ft tall tunnel!?! LOL. Wow...
I just love the r34l d34dly fake-Krotty man who's trying to set me straight on pole fighting. HIIIILLLLARIOUS!
Bilbo Bang-Bang |
Bilbo Bang-Bang wrote:I just love the r34l d34dly fake-Krotty man who's trying to set me straight on pole fighting. HIIIILLLLARIOUS!Gimme a moment to review the offered game and I will hammer out a character for it.
@Shifty What's the deal with people nearly coming unglued at suggesting a sword meant for hacking off pike hedges would not be useful in a 3ft tall tunnel!?! LOL. Wow...
No sh!p. I had to bust out the 2nd ed book to quote on large weapon use and damage type governing method of use. Slashing just means that is the type of damage it does so I can thrust all day long with my great sword,my a$$, lol.
Shifty |
It was a "4d6, take best 3" affair.
L3.
Dunno what the go is with start wealth.
We have a Ranger/Pally/Rogue(Thug)/Cleric/Bard.
Overall the party is 'mostly positive and good', as nice as it can be with a pair of half orcs... we had three half orcs, but one left and now we are sad.
Shifty |
Indeed. I have gotten really good with the M16 so why is the world trying to nerf me by saying I can't blow up a tank with it? Hahaha.
If you say it can't be done then you are just trolling. I know for sure that when I was using one in CounterStrike I could totally pwn with it, and CS is a 100% accurate MilSim that was designed for top secret black level covert ops. I know this because a guy on MoH told me in Teamspeak and he showed proof on the internet that he was a Tier 1 operator.
Not only was he the second guy on the balcony with the SAS on that fateful day, but he was actually one of the dudes who trained and went in with seal team 6.
I totally rocked the last round of Airsofting with one at our LARP War, and as the airsoft guns are 100% totally accurate replicas that provides PROOF.
Anything said otherwise is just plain FIAT and badwrongfun poor GM'ing.
Did that sound about right?
Tirion Jörðhár |
You sure you have 5 in HoR - I think the Bard is just hanging out in town and trying to pick up business/stir up trouble. (At least as long as you guys keep hiding in your fort). You guys stay in the fort much longer and I will have convinced the who town that the "Saviours" are in fact orc agents who were the leaders of the goblin raid.
TarkXT |
Overall the party is 'mostly positive and good', as nice as it can be with a pair of half orcs... we had three half orcs, but one left and now we are sad.
Well the group has two factions "innocent and nieve" and "bloodthirsty adn jaded" Karlan sits strictly in the middle. He jsut finds it easier to let HArry do his thing since he's a touch better at convincing people. In his mind it's better for the guy to be intimidated and have their feelings hurt later then have ot put them to the sword now for being uncooperative and a danger.
In any case we're still trying to get a bard into the group though she's off on a solo adventure.
TarkXT |
You sure you have 5 in HoR - I think the Bard is just hanging out in town and trying to pick up business/stir up trouble. (At least as long as you guys keep hiding in your fort). You guys stay in the fort much longer and I will have convinced the who town that the "Saviours" are in fact orc agents who were the leaders of the goblin raid.
Hush you or I'll beat you with this severed arm.
Carina Stigard |
Although if you wanted to have another half-orc (sort of) you should have chased down this character. http://paizo.com/people/CarinaStigard
Changeling Sorcerer(Orc-Bloodline)
Mark Sweetman |
Alkahest Bombs (Su): A crypt breaker's bombs are specially designed to work best against constructs and corporeal undead - two foes commonly encountered in ancient tombs. Known as alkahest bombs, these bombs deal acid damage instead of fire damage. Alkahest is an alchemical fluid that eats away unliving flesh and animated constructs, but it doesn't work as well against other targets. Against constructs and corporeal undead, alkahest bombs deal 1d8 points of damage, plus 1d8 points of damage for every odd-numbered level instead of 1d6. Against all other creatures, alkahest bombs deal 1d4 points of damage, plus 1d4 points of acid damage for every odd-numbered level. This ability otherwise functions as and replaces the standard alchemist bomb class feature.
Crypt Breaker's Draught (Su): Rather than develop mutagens that increase their natural armor and physical abilities at the expense of their minds, crypt breakers focus on the creation of special draughts that can enhance their senses. When a crypt breaker drinks one of these draughts, he gains a +4 bonus on all Perception checks and gains one of the following special senses: darkvision 60 feet, low-light vision, or scent. While under the effects of a crypt breaker's draught, the alchemist also gains light blindness. This ability replaces the mutagen class ability (a crypt breaker cannot create mutagens unless he selects the mutagen discovery from Ultimate Magic).
Trapfinding: A crypt breaker adds 1/2 his level on Perception checks made to locate traps and to Disable Device checks (minimum +1). A crypt breaker can use Disable Device to disarm magic traps. When determining the ability of a crypt breaker to deal with locks or traps, treat his alchemist levels as rogue levels. This ability replaces the Brew Potion bonus feat.
Discoveries: A crypt breaker may take the following rogue talents as discoveries: quick disable, trap sense, and trap spotter. Treat the crypt breaker's alchemist level as his rogue level for these talents.
Enhanced Alkahest (Su): At 14th level, a crypt breaker's alkahest grows more potent. Against constructs and corporeal undead, the crypt breaker's alkahest bombs deal +1 points of damage per die, and the bomb threatens a critical hit on a 19-20. This does not stack with other effects that improve critical hit threat ranges. This ability replaces persistent mutagen.
Gregori Mikonavich |
Prolific day today, huh?
Gregori is finding much difficulty in charging headlong into gunfire and death without there being a map to show damage to fascist camp. Gregori is much drunk. But is not thiking that so drunk to make reality not exist. In meantime will listen to patriotic songs from motherland.
Stiehl9s |
D'oh! I meant that 'yes' Id definitely want a warning. That would be the kind of instance where I imagine the little red robed Dungeon Master appears and says "think carefully of what you are about to do'. ^_^