Gauging interest Lv15+ Trophy Hunters


Recruitment

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@Mlungisi

Crap. Missed the edit opportunity.

DM_Waife_the_BiPolar is my alias.

Lantern Lodge

Why have the budget limits on things other then weapons and armor? I just got into a lvl 12 game and I spent most of my gold on the magic items catagory(nothing on armor and only 2k on a weapon) yet as a GM myself I don't see the imbalance there.

If anything I gimped myself.


I have a bard I would like to try. I will see if I can get it up by tomorrow.


Well I would suggest that you do kit yourself out for all purposes for if you have never been entirely separated from your party and had to survive, then IMO you have definitely been in some pretty linear gaming.


I'm weighting either a samurai or a ranger...can't decide. Wish I knew if Quarry still worked if favored enemy class feature is replaced but Quarry is left.


KK have it will update PC asap

Lantern Lodge

Truthfully it is a first for making a high level char but my lycanthropy gives combat ability and fey bloodline gives invisibilty for disappearing with a +29 to stealth. Killing is not the only way to survive.

Lantern Lodge

Why does your wealth split %s add up to 100?

It seems a little restrictive because it means I can't spend less in one area to spend more in another, you have set it up so I have to spend 10% on consumables, or I will lose that money. What if I don't want consumables,or at least not that many consumables?

I bring this up because I avoid consumables, why buy consumables when I can buy permanent or per day items?

Honestly I don't what I could possibly want with thousands of gold in consumables.


Harry Klemp at your service sir any coin you don't needs I be more than happy to takes off ya hands like.


It adds up to 100% because that is the bucket of wealth you have at any given time. The Gear tab is the catch all category with anything unspent accumulating there.

Sorry Dark. If you don't spend it, then it just sits in your coin bag. I don't understand why you would loose it if you don't spend it. It would just be kept as coin/gems/jewellery. Seeing as I don't include coin weight in my campaigns it shouldn't matter how much coin you have.

Not sure if it is just you as I have not had feedback from anyone else about this. I would assume they are just making do with what I have specified.

It is restrictive and that is my call as the GM for that which I am organizing. It really is quite simple. If you don't agree, then start your own thread in a similar theme more to your liking.

Does anyone else agree with DarkLightHitomi here? Cause I am afraid my answer will be the same.


I've updated my Bard, Treiden Wallace, to your standards. Since I wasn't sure whether you planned to make this campaign a series of arena battles or dungeon crawls I outfitted him with standard adventuring gear to be safe.

When you say "minimum half" for HP, do you mean just take half the HD or roll and take half if the result is lower? (ie: I roll an 8 and a 1 on a d10, I take the 8 and count the 1 as 5 for that level). As is, I just took 4hp (before CON and Favored Class) for levels 2-15.


I'm with Maslen here. I'd also ask how Maslen handles lycanthry before you submit a lycanth. In any game I've ever played the Lycanthrope is controlled by the GM in ANY of his forms.

Edit:Plus one to johnnyrah's question.


Pathfinder Maslen wrote:

There is a thorn in my side gamers. The ever elusive epic beasts these days roam free, with no real heroes to keep them in check. Where are all the epic bard tales of late of all powerful beings hunting down such beasts and confronting them.

Well, with the birth of Pathfinder and the preference to cap out at 15th level characters, what is to happen with those amazingly powerful and famous monsters/beings out in the world now? Do we just leave them as a distant memory recalled only in knowledge checks? This pains me and for someone who has run a game up to 16th level I do understand the pain and energy required to take on the last quarter of the score of levels for a character. This is pretty much epic level play these days due to its elusiveness and rarity. Well, what if we simplify it. There are no hard Paizo produced Pathfinder adventures for 15th - 20th level that I have been able to find so I am thinking of an alternative. I want to experience these 'epic' encounters and beasts/monsters and will DM it if needed.

I propose that instead of a continued adventure path which is hard to GM, the PCs undertake a trial named Trophies of Ascension. At 15th level, characters may undertake a trial. They travel to an ancient monastery not devoted to any particular deity and rather the entire pantheon of gods. Due to this, they channel power from an infinite and immortal pool of powerful energies which affords them divining powers among other powers. These all powerful titans, the immortal monks facilitate the trial. The trial is a to collect trophies from beasts/monsters and return them to the monks. This trial will take you from 15th to 20th level and if you succeed you will ascend mortality and become an agent of your deity. However, bound to the restrictions of the titan immortals, you will root out more creatures for future trials or locate and guide candidates to take the trial. Your choices after ascension are in your deities favor and to your deities benefit.

This effectively removes the...

Paizo has high level adventures. The Witchwar Legacy is level 17, and Blood of Dragonscar is level 15. Those are the only two that I know of though.

Exactly how is this going to work. Is it a very short adventure, or will it be more like an arena combat against monsters? I do understand that character development is not to be expected.

How will we level? How many players are you accepting?


imjohnnyrah wrote:

I've updated my Bard, Treiden Wallace, to your standards. Since I wasn't sure whether you planned to make this campaign a series of arena battles or dungeon crawls I outfitted him with standard adventuring gear to be safe.

When you say "minimum half" for HP, do you mean just take half the HD or roll and take half if the result is lower? (ie: I roll an 8 and a 1 on a d10, I take the 8 and count the 1 as 5 for that level). As is, I just took 4hp (before CON and Favored Class) for levels 2-15.

To clarify. Eg, you roll a 1 on a d8. You instead take the half which is 4.

Eg 8 / 2 = 4


Mr Swagger wrote:
Paizo has high level adventures. The Witchwar Legacy is level 17, and Blood of Dragonscar is level 15. Those are the only two that I know of though.

Cool, I will see if I can get a look at them but I wont run them as part of this.

Mr Swagger wrote:
Exactly how is this going to work. Is it a very short adventure, or will it be more like an arena combat against monsters? I do understand that character development is not to be expected.
This is my theory for creation.
  • Select an environment/terrain for dungeon
  • Identify potential Bosses suitable for terrain
  • Identify appropriate mobs for terrain/environment
  • Develop/draw dungeon map concept
  • develop encounters/challenges

You will be given limited information from the monks after which you have 24hours to prepare. Once the time arrives, you step upon a rune circle keyed to a destination rune circle created by others who have gained Ascension. From this start point, you will use your limited amount of information to enter the dungeon/structure etc and fight your way to your target boss whom possesses (in some way or another) the trophy you must return with to progress onto you next test. It is entirely possible, you will spend an entire level to achieve a major boss kill while taking out lesser bosses and minions enroute. With five levels of PC interaction, I am sure the party will develop, so there will be some roleplay for sure. I don't want this to be mute of color and life.

Mr Swagger wrote:
How will we level? How many players are you accepting?

You will level when you have gained the appropriate level of XP to do so. I will accept 5 PCs.


Twigs wrote:
I'd also ask how Maslen handles lycanthry before you submit a lycanth. In any game I've ever played the Lycanthrope is controlled by the GM in ANY of his forms.

Thanks for bringing that to my attention Twigs. I would have to refuse any inherited or acquired templates to any PC submissions. Purely to maintain equality in the party.

That is not saying I wont try to inflict you with stuff.


Pathfinder Maslen wrote:
imjohnnyrah wrote:

I've updated my Bard, Treiden Wallace, to your standards. Since I wasn't sure whether you planned to make this campaign a series of arena battles or dungeon crawls I outfitted him with standard adventuring gear to be safe.

When you say "minimum half" for HP, do you mean just take half the HD or roll and take half if the result is lower? (ie: I roll an 8 and a 1 on a d10, I take the 8 and count the 1 as 5 for that level). As is, I just took 4hp (before CON and Favored Class) for levels 2-15.

To clarify. Eg, you roll a 1 on a d8. You instead take the half which is 4.

Eg 8 / 2 = 4

Cool, that's what I was hoping for. Thanks!

HP:

14d8 ⇒ (6, 7, 8, 1, 7, 3, 4, 2, 2, 5, 1, 8, 5, 8) = 67
14d8 ⇒ (6, 7, 8, 4, 7, 4, 4, 4, 4, 5, 4, 8, 5, 8) = 78

Total: 11 + 6 + 7 + 8 + 4 + 7 + 4 + 4 + 4 + 4 + 5 + 4 + 8 + 5 + 8 + 42 = 131

It's nice to have that 24 hour window to prepare. You would probably be doing yourself a disservice if you spent all of your money at start up.


I have a really mad idea of a 15th level summoner, and I mean nuts of an idea.


14d10 ⇒ (3, 3, 10, 10, 8, 2, 4, 9, 8, 8, 3, 6, 2, 5) = 81

14d10 ⇒ (5, 5, 10, 10, 8, 5, 5, 9, 8, 8, 5, 6, 5, 5) = 92

I'm assuming we reroll if we're under half, rather than just on a one. Correct me if I'm wrong. Both sets of results are here, for posterity's sake.

What books are we using? Would the ARG be okay? I'd be interested in using the following archetype. It seems perfect.

Foehammer:
Foehammer (Fighter)
While the axe is the most famous dwarven weapon, the
hammer is at the heart of dwarves’ heritage as forgemasters
and warriors alike.
Sledgehammer (Ex): At 3rd level, a foehammer wielding
a hammer gains a +2 circumstance bonus on combat
maneuver checks made to bull rush, overrun, sunder, or
trip. This ability replaces armor training 1.
Weapon Training (Ex): At 5th level, a foehammer must
select hammers and does not gain weapon training with
other groups, though his weapon training bonus improves
by +1 every four levels after 5th.
Hammer to the Ground (Ex): At 7th level, when a
foehammer succeeds at a bull rush combat maneuver, he
can make a trip combat maneuver at the end of the bull
rush. If he does not move with the target, the force of his
blow may still trip his foe, but he takes a –5 penalty on the
combat maneuver check to trip.
At 15th level, any creature a foehammer successfully bull
rushes is automatically knocked prone at the end of the
bull rush. This ability replaces armor training 2 and 4.
Rhythmic Blows (Ex): At 9th level, each time that a
foehammer hits a target, he gains a +1 bonus on attack rolls
against that target. This bonus stacks with each hit against
that target, but lasts only until the end of the foehammer’s
turn. This ability replaces weapon training 2.
Piledriver (Ex): At 11th level, as a standard action, a
foehammer may make a single melee attack with a weapon
from the hammer weapon training group. If the attack
hits, he may make a bull rush or trip combat maneuver
against the target of his attack as a free action that does
not provoke an attack of opportunity. This ability replaces
armor training 3.
Ground Breaker (Ex): At 13th level, as a full-round action,
a foehammer may strike the ground with his hammer. If
the attack deals more damage than the f loor’s hardness,
the space he occupies and all adjacent squares become
difficult terrain. Creatures in those squares, except for
the foehammer, are knocked prone (DC 15 Ref lex negates).
This ability replaces weapon training 3.
Hammer Master (Ex): At 17th level, any combat feats
a foehammer has learned with any weapon from the
hammer weapon training group (e.g., Improved Critical,
Weapon Focus) apply to all weapons from that group. This
ability replaces weapon training 4.
Devastating Blow (Ex): At 19th level, as a standard
action, a foehammer may make a single melee attack with
a weapon from the hammer weapon training group at a
–5 penalty. If the attack hits, it is treated as a critical threat.
Weapon special abilities that only activate on a critical hit
do not activate if this critical hit is confirmed. This ability
replaces armor mastery.
Weapon Mastery (Ex): A foehammer must choose a
weapon from the hammer group.

Also what's the ruling on using item creation feats in our character building, and what happens to our unspent gold in each category? Am I to understand that the % value is a "cap" that we can't exceed? Or is it that the leftover is added to our "GEAR" pool and we can spend that elsewhere as we like? And with Craft Magical Arms and armour, am I able to make the roll here and assume I've had the time to craft my main hand weapon?


Mlungisi HP: 14d8 ⇒ (8, 8, 3, 2, 1, 6, 1, 4, 7, 4, 7, 4, 4, 5) = 64

Becomes 8, 8, 4, 4, 4, 6, 4, 4, 7, 4, 7, 4, 4, 5 = 73

Still working on my gear.

Silver Crusade

Wow, this is a really cool idea. If you're still taking apps, I'd like to put in a half-elf sorcerer/fighter for consideration. I'll re-read the creation guidelines and try to have something up by the end of the night.

Lantern Lodge

Sry I thought gear could only include 5% regradless of leftovers. Thnx for clarification.

I think I will try a monk cleric.


Sky Captain Herry Klemp
Gnome Summoner 15L

Captain klemp, is "as mad as a bag of Monkeys" as they say, why do they say that, well wile others Summoner have Eidolons that are beats of death by tooth and claws. The good Captain Klemp has that Gnome Aesthetic sense that others find most well stange. For Captain Herry klemp Eidolons is no less than a ship of dolls. A strange mechanical looking flying Snake craft, maned or should one say Dolled, himself and a number of Soul stone dolls. They Scurry about on top of the craft is a maze of Battlements, from which odd weapons pock. To match his crew he has use magic to make himself pertinently Tiny, and can be seen walking on deck calling out orders. He even has a little captains outfit, Slinking or flaying along this most bizarre Eidolon craft/ship seems a world all on its own. Should you wish to talk to the captain he will greed from the deck and happy chat wile smoking his pipe. He seems a happy Gnome and always up for some new adventure for his crew.

Just loved the idea, it means some of his powers will not work but I dont care, I love the idea.

HP 14d8 + 8 ⇒ (2, 7, 5, 4, 6, 2, 8, 5, 5, 8, 6, 2, 6, 6) + 8 = 80

Eidolon 14d10 + 10 ⇒ (10, 1, 3, 10, 8, 6, 6, 7, 7, 5, 5, 2, 3, 2) + 10 = 85
Eidolon 14d10 + 10 ⇒ (10, 5, 3, 10, 8, 6, 6, 7, 7, 5, 5, 2, 3, 2) + 10 = 89

Lantern Lodge

Pathfinder Maslen wrote:
Twigs wrote:
I'd also ask how Maslen handles lycanthry before you submit a lycanth. In any game I've ever played the Lycanthrope is controlled by the GM in ANY of his forms.

Thanks for bringing that to my attention Twigs. I would have to refuse any inherited or acquired templates to any PC submissions. Purely to maintain equality in the party.

That is not saying I wont try to inflict you with stuff.

@ Twigs I feel very sorry for you on that account.

A lycanthrope is hilariously fun, though I should mention that I have played natural lycans so full control makes things easier with no GM stealing the character.

As far as afflicted goes, the fun depends on how the GM handles the acclimation to it. GMs who just take the char away with no chance for any control make it unfun but those who have will saves (or something) to try to control oneself in a battle of self vs beast can end up being fun with the prospect of eventual full control.

Note; I don't consider lycans a core race(even though its a template not a race)


Do metamagic rods which have limited uses per day, but unlimited use over a lifetime fall under limited use items or general magic items?

Mlungisi is tentatively done pending the rule on the metamagic rod and then spending more cash based on info for the first target should I be selected.


Hmm not seeing any healers though at this level its hardly a surprise that no one would want to take up the healer role. Still I'll submit one so a true complete party can be formed without the need for magic item reliance.

I also feel the strict amounts allowed on spending your money is geared toward a fighter type class and not really fair to someone who may not want a weapon at all unless you are willing to allow clerics or such to shuft that gold elsewhere. Otherwise theres a tens of thousands of gold I'll have left over with no way to spend it.


My Bard is by no means a dedicated healer but he should be able to take some of the weight of buffing and healing off of their shoulders. I basically plan to run him as a wildcard in combat. Depending on what the party needs that round he can heal, buff, dispel or go into melee pretty easily. His UMD is pretty good so he should be able to get the healer back on his feet if something should outright kill him.


I'm making a Dual Cursed Oracle for some excellent healing prowess as well as a plethora of support and buffing. I also have a large UMD as a class skill thanks to a trait and intend to use some scrolls or wands for additional buffing. (Giant form I myself for example so that I gain regeneration for life linkage.)


Warsor wrote:

Hmm not seeing any healers though at this level its hardly a surprise that no one would want to take up the healer role. Still I'll submit one so a true complete party can be formed without the need for magic item reliance.

I also feel the strict amounts allowed on spending your money is geared toward a fighter type class and not really fair to someone who may not want a weapon at all unless you are willing to allow clerics or such to shuft that gold elsewhere. Otherwise theres a tens of thousands of gold I'll have left over with no way to spend it.

Mlungisi is a life mystery oracle.

I agree on the spending for weapons though. I have almost 20k unspent on offensive weaponry still. And I could easily change my current weapon to something of lower quality and not feel bad about it. My combat role is much more about buffing, healing, summoning monsters then trying to do damage directly. I feel 72k for offensive for any pure caster class is a lot to spend on such unless metamagic rods for damage/debuff casters counted in that slot. That still leaves healers/buffers with a lot of cash though in that category.


Mlungisi wrote:
Warsor wrote:

Hmm not seeing any healers though at this level its hardly a surprise that no one would want to take up the healer role. Still I'll submit one so a true complete party can be formed without the need for magic item reliance.

I also feel the strict amounts allowed on spending your money is geared toward a fighter type class and not really fair to someone who may not want a weapon at all unless you are willing to allow clerics or such to shuft that gold elsewhere. Otherwise theres a tens of thousands of gold I'll have left over with no way to spend it.

Mlungisi is a life mystery oracle.

I agree on the spending for weapons though. I have almost 20k unspent on offensive weaponry still. And I could easily change my current weapon to something of lower quality and not feel bad about it. My combat role is much more about buffing, healing, summoning monsters then trying to do damage directly. I feel 72k for offensive for any pure caster class is a lot to spend on such unless metamagic rods for damage/debuff casters counted in that slot. That still leaves healers/buffers with a lot of cash though in that category.

Ah well sir may the best Oracle win...or such.

Lantern Lodge

Well if we are doubling up on healers, perhaps I should switch out of cleric. But that leaves me with sorcerer or wizard. Fighter/learned sorcerer that should work.


DarkLightHitomi wrote:
@ Twigs I feel very sorry for you on that account.

Why? I've actually played a lycanth before, and plenty of other exciting characters. An afflicted werebear, I think I was. It was a tonne of fun waking up in progressively more terrible situations as the full moon approached, and taking on more and more "bear like" characteristics, scratching against posts and having an insatiable craving for raw salmon. I trust my GM to not to be malicious about taking control of me, and it was usually a good opportunity for roleplay.

That said, I'd play it either way, depending on what my players want, but it's such a huge power boost even at this level that I think it's something the GM has to reign in, just like cohorts.

That said, thinking back I think I was given wisdom-checks to shift and shift back, so it was a concious choice I could make in combat, but the DCs were very unforgiving at that level. Edit: Just checked the rules, they're CON checks in the RAW so that's probably right...


I'm surprised at the lack of max level casters. Most anyone I know would be giddy at the chance of casting 8th level spells.

I'm toying with taking either a heavy shield or a tower shield. My gear is still in progress, and I've overspent a little on the defense category (about 2k, give or take. The cost of my fullplate and a little of my amulet of natural armour. Is that okay?)

I've also enhanced my hammer as a +4 weapon, which seemed to be the general concensus in the advice forums. Also in case it got lost in the sea of questions, is the Foehammer archetype okay? I haven't factored it in yet, so I'm waiting on your call)


GM I most of my buy seems to fall outside your budgets,
I have an Intelligent portable whole as defense as its my base.
8 Soul Stone dolls that fire wands of Magic missile from mounts in my
Ship like Eidolon like Tiny Siege weapons.

Just never had the cash in game to try this before.


It's proving pretty tough to spend. The old d20 SRD has been awesome for consumables, and elixirs and stone salve are solid picks. Clerics should definately pick up incense of meditation, prayer beads and candles of invocation... because wow. Holy jesus, wow. These are amazing.

Morgrym's gear is pretty much done, but I want to spend some time away from the wondrous item section. Preferably a long one. :P

Edit: I've just remembered there were pre-prepared gear lists for every level in the old PHB II. The wealth by level is different in 3.5, but if anyone needs help I could copypaste some here. (Good god I wish I thought of that earlier.)


Morgrym of Clan Dorethain wrote:

I'm surprised at the lack of max level casters. Most anyone I know would be giddy at the chance of casting 8th level spells.

I'm toying with taking either a heavy shield or a tower shield. My gear is still in progress, and I've overspent a little on the defense category (about 2k, give or take. The cost of my fullplate and a little of my amulet of natural armour. Is that okay?)

I've also enhanced my hammer as a +4 weapon, which seemed to be the general concensus in the advice forums. Also in case it got lost in the sea of questions, is the Foehammer archetype okay? I haven't factored it in yet, so I'm waiting on your call)

Only if it's come out of your gear budget excess! ARG Foehammer is fine.


Morgrym of Clan Dorethain wrote:

14d10

14d10 ⇒ (5, 5, 10, 10, 8, 5, 5, 9, 8, 8, 5, 6, 5, 5) = 92

I'm assuming we reroll if we're under half, rather than just on a one. Correct me if I'm wrong. Both sets of results are here, for posterity's sake.

What books are we using? Would the ARG be okay? I'd be interested in using the following archetype. It seems perfect.

** spoiler omitted **...

ARG is fine. It's Official Pathfinder.


The more attention you pay to this thread (actually reading the specifics) the more likely you are to be accepted. I dislike repeating myself when it is in black and white.


Morgrym of Clan Dorethain wrote:
What books are we using?

Official Pathfinder Content. Not 3rd Party.

Morgrym of Clan Dorethain wrote:
Would the ARG be okay?

Yes

Morgrym of Clan Dorethain wrote:
Also what's the ruling on using item creation feats in our character building.

If you wish to spend feats in creation then do so but I will require you PC build from Lv1 through to Lv15.

Morgrym of Clan Dorethain wrote:
Am I to understand that the % value is a "cap" that we can't exceed?

Yes, only excess in the Gear budget is allowed to be spent on other categories. So, Gear budget is 5%. By your gear, then what ever is left over, can be used in another category upto the max budget of 5%.

Morgrym of Clan Dorethain wrote:
Is the leftover added to our "GEAR" pool and we can spend that elsewhere as we like?

Lol. Now that's just twisting and manipulating. If you don't spend all your budget in Weapons / Protection / Magic / Limited then the excess is carried as coin or gems. No this cannot be used in another category.

Morgrym of Clan Dorethain wrote:
And with Craft Magical Arms and armor, am I able to make the roll here and assume I've had the time to craft my main hand weapon?

Let us say that you got to Lv14 and then decided to make yourself some sick ass weapons. Make the craft attempts and roll the attempts for me in this thread. A fail = loss of wealth at 15th Level. If you wish to get ahead of the wealth / equipment curve this way, there is going to be risk involved.

Morgrym of Clan Dorethain wrote:
What happens to our unspent gold in each category?

As above.


Sky-Captain Henry Klemp wrote:

Sky Captain Herry Klemp

Gnome Summoner 15L

Captain klemp, is "as mad as a bag of Monkeys" as they say, why do they say that, well wile others Summoner have Eidolons that are beats of death by tooth and claws. The good Captain Klemp has that Gnome Aesthetic sense that others find most well stange. For Captain Herry klemp Eidolons is no less than a ship of dolls. A strange mechanical looking flying Snake craft, maned or should one say Dolled, himself and a number of Soul stone dolls. They Scurry about on top of the craft is a maze of Battlements, from which odd weapons pock. To match his crew he has use magic to make himself pertinently Tiny, and can be seen walking on deck calling out orders. He even has a little captains outfit, Slinking or flaying along this most bizarre Eidolon craft/ship seems a world all on its own. Should you wish to talk to the captain he will greed from the deck and happy chat wile smoking his pipe. He seems a happy Gnome and always up for some new adventure for his crew.

Just loved the idea, it means some of his powers will not work but I dont care, I love the idea.

HP 14d8 +8

Eidolon 14d10 +10
Eidolon 14d10 + 10 ⇒ (10, 5, 3, 10, 8, 6, 6, 7, 7, 5, 5, 2, 3, 2) + 10 = 89

I think reviewing your PC will take a day in itself.


Mlungisi wrote:
Do metamagic rods which have limited uses per day, but unlimited use over a lifetime fall under limited use items or general magic items?

If anything causes direct damage, it is a weapon and can go in your weapon budget. If it is just a common metamagic rod, it goes in Magic category as it will not be consumed. Staff's which can be charged are within the limited use category

Mlungisi wrote:
Mlungisi is tentatively done pending the rule on the metamagic rod and then spending more cash based on info for the first target should I be selected.

I don't intend to tell you exactly what you are hunting before you prepare. You will learn that as you progress through the dungeon. I will tell you about the environment though.


Warsor wrote:
Hmm not seeing any healers though at this level its hardly a surprise that no one would want to take up the healer role. Still I'll submit one so a true complete party can be formed without the need for magic item reliance.

Okay.

Warsor wrote:
I also feel the strict amounts allowed on spending your money is geared toward a fighter type class and not really fair to someone who may not want a weapon at all unless you are willing to allow clerics or such to shuft that gold elsewhere. Otherwise theres a tens of thousands of gold I'll have left over with no way to spend it.

Cast a Commune spell and hope it helps you out. No shufting other than previously stated in previous replies.


Treiden Wallace wrote:
My Bard is by no means a dedicated healer but he should be able to take some of the weight of buffing and healing off of their shoulders. I basically plan to run him as a wildcard in combat. Depending on what the party needs that round he can heal, buff, dispel or go into melee pretty easily. His UMD is pretty good so he should be able to get the healer back on his feet if something should outright kill him.

Nice. A team player who hasn't countered me once. Looking good.


Mlungisi wrote:
Warsor wrote:

Hmm not seeing any healers though at this level its hardly a surprise that no one would want to take up the healer role. Still I'll submit one so a true complete party can be formed without the need for magic item reliance.

I also feel the strict amounts allowed on spending your money is geared toward a fighter type class and not really fair to someone who may not want a weapon at all unless you are willing to allow clerics or such to shuft that gold elsewhere. Otherwise theres a tens of thousands of gold I'll have left over with no way to spend it.

Mlungisi is a life mystery oracle.

I agree on the spending for weapons though. I have almost 20k unspent on offensive weaponry still. And I could easily change my current weapon to something of lower quality and not feel bad about it. My combat role is much more about buffing, healing, summoning monsters then trying to do damage directly. I feel 72k for offensive for any pure caster class is a lot to spend on such unless metamagic rods for damage/debuff casters counted in that slot. That still leaves healers/buffers with a lot of cash though in that category.

This is my final reply to this question about budget. It is as I have declared. I will not modify it. I have my reasons and I don't need to justify them beyond my reckoning.


I'm flat out with my twins, work and sick wife at the moment. Putting in as much time as I can to my pbp. Bare with me one and all.


Whew. Thanks for the exhaustive feedback, mate. I really appreciate it.

Pathfinder Maslen wrote:
Lol. Now that's just twisting and manipulating. If you don't spend all your budget in Weapons / Protection / Magic / Limited then the excess is carried as coin or gems. No this cannot be used in another category.

Or just honest confusion. :) Glad we could clear that up.

Finishing up Morgrym as we speak!


Pathfinder Maslen wrote:
I'm flat out with my twins, work and sick wife at the moment. Putting in as much time as I can to my pbp. Bare with me one and all.

No worries, it is the nature of PbP and real life. Real life always takes precedence.


Craft (weapons) check: [DC 30] 1d20 + 23 ⇒ (19) + 23 = 42

Yowzah, that was a lot easier than I expected. Perhaps I could've afforded to spend less ranks? DC to craft an item is 5+CL. I had to double check this was right, so here goes: The CL for the thrower is 5, +CL 10. Ordinarily, a +3 weapon is CL9, so the dwarven thrower adds an additional +1 to CL for it's throwing ability, and I've treated it as a +4 weapon in terms of cost. I've added a +2 bonus and the ghost touch quality, adding a total of 9 to the DC, plus an additional +5 because I can't cast plane shift, bringing it to 24.

Cost wise, I'd treated things as if I'd bought the thrower full price and had just added the ghost touch quality, but I've since amended this (because frankly I couldnt figure out what the DC should be).

As he is, his gear should be legal as of the last post. I waited to do my gear and spread my wealth around until I was certain of the specifics.


Morgrym is finally done and dusted. He's a fighter with a solid AC, HP and saving throws. His weaknesses are his mobility and his reliance on a single weapon. I figured not having fly would make him too much of a hindrance, so I went without boots of striding and springing to grab a pair of winged boots, so he should be able to take to the skies along with the fliers in the party (though he's ill suited to it).

He should make a fairly sturdy frontline to protect the squishies in the party, using combat reflexes and his hammer the ground class feature to lock down his enemies. He's at his strongest at range, but he can use his dwarven thrower at a distance with his improved vital strike feat for a heavy hit that should leave them reeling (and rolling for massive damage!). He can craft weapons for the party, but regrettably the way the master craftsman feat is written I'm unsure if I can craft armour as well. I'll have to run that by Waife as soon as I can.

Furthermore, he's as simple as I could make him. He was a lot more simple before I discovered this archetype and took my wondrous items, but I'm quite happy with the turnout. He shouldn't be too much of a headache for either me or GM Waife beyond this archetype.

He's ready for review. In retrospect I would've saved the working out for his equipment costs. I hope you trust me enough to know that I kept within the guidelines because that will be a NIGHTMARE to backtrack. A short history, personality, and perhaps a name and avatar change will be on their way shortly, and I'm happy to help in any way I can during character creation. After spending a good three or four hours in the magic item sections this week I should be able to help anyone that needs it :)

Edit: I almost forgot! I've one last decision that needs making. Tower shield or heavy shield? I'd leave this one up to the party. Do we want more reliable hits or a higher AC from me? It's currently sitting at 36 before buffs, but I'm not sure if that's so impressive at this high level. Any thoughts?


Mlungisi is finalized barring any math errors I've done (really need to just fork out the cash for herolabs).

Morgryrm, 36 AC being good or not will depend a lot on what we fight. CR 17 dragon at +31 hit, not useful. CR 17 Marilith demon at +24 hit will cut your damage taken in half. If you have any recommendations for spending on consumable items I'm interested in hearing it, I'm at a loss for what to buy there.

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