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bcool999

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  1. Character Construction Classes: Fighter 9 // Warlock 9 CP Spent +20 Point Buy: 4 Points Warlock Invocations Least and Lesser: 4 Points Extra 1/6 WBL x6: 6 Points Extra Feats x15 (3 per point): 5 Points 19/19 points spent Skills Breakdown Total Skill Points: 96 ((4 Base +2 Int +1 Human +1 Nymphs Kiss) x (4+8)) Balance: 5 Ranks (+6 Bonus from Invocation) Bluff: 5 Ranks (+6 Beguiling Influence, +2 Nymphs Kiss) Climb: 8 Ranks (+2 vs Rope Use Rope Synergy) Concentration: 12 Ranks Diplomacy: (+6 Beguiling Influence, +2 Bluff Synergy, +2 Nymphs Kiss) Escape Artist: (+2 vs Rope Use Rope Synergy) Intimidation: 5 Ranks (+6 Beguiling Influence, +2 Bluff Synergy, +2 Nymphs Kiss) Jump: 5 Ranks (+6 Bonus from Invocation) Knowledge (Arcana): 5 Ranks Knowledge (Geography): 5 Ranks Profession (Sailor): 7 Ranks Search: (+6 Bonus from Invocation) Spellcraft: 9 Ranks (+2 vs Scroll UMD Synergy, +2 Knowledge (Arcana) Synergy) Spot: (+6 Bonus from Invocation) Swim: 9 Ranks (+8 Swim Speed Bonus) Tumble: (+6 from Invocation) Use Magic Device: 12 Ranks (+2 vs Scrolls Spellcraft Synergy, +2 Nymphs Kiss) Use Rope: 9 Ranks Lore (Vern): 9 Ranks Lore (Andoran Navy): 9 Ranks Feats Total Feats: 1 Human, 1 Stormwrack, Weapon Finesse (Free), Power Attack (Free), 9 Levels, 5 Fighter, 15 CP = 33 Feats before Feat Chains Level 1: Sailor’s Balance (Stormwrack), Nymph’s Kiss (Human), Weapon Finesse, Power Attack, Endurance, Weapon Focus (Eldritch Blast, Unarmed Strike, Cutlass) (Fighter) Level 2: Improved Unarmed Strike (Fighter), Point Blank Shot Level 3: Steadfast Determination Level 4: Dodge (Fighter), Shield Specialization (Buckler) Level 5: Combat Reflexes Level 6: Combat Expertise (Fighter), Shield Ward Level 7: Fly By Attack Level 8: Versatile Unarmed Strike (Fighter), Extra Invocation (Frightful Blast) Level 9: Arcane Mastery 18/18 Level Locked Feats Remaining 15 below. Feats are Assumed to be taken at Earliest Qualifying Level Unless Stated Otherwise. 1: Skill Knowledge (Balance, Use Rope, Knowledge(Geography)) 2: Extra Invocation (Hammer Blast) 3: Extra Invocation (Leaps and Bounds) 4: Extra Invocation (Beguiling Influence) 5: Extra Invocation (All Seeing Eyes) 6: Extra Invocation (Call of the Beast) 7: Improved Flight 8: Steady Concentration 9: Dash 10: Improved Initiative 11: Improved Toughness 12: Lightning Reflexes 13: Iron Will 14: Great Fortitude 15: Prone Attack Point Buy Str: 12 (4 Points) Dex: 18 (16 Points) Con: 16 (10 Points) Int: 13 (5 Points) Wis: 8 (0 Points) Cha: 16 (10 Points) Total: 45/45 Point Buy AC, HP, and Saves AC: 33, 33 Touch, 25 Flat Footed 9 Defense Bonus (3+11/2 rounded up), 5 Dex, 3 Dodge (1+2 for 10+ BAB), 5 Shield (1 bucklar +1 Enhancement, +3 Shield Specialization, Applies to Touch AC through Shield Ward) +1 Deflection (Ghost Shroud) HP 155/155 12*9=108 (Fighter HD), 36 (Con bonus), +11 (Improved Toughness) Saves Fortitude: 14 (6 Base, +4 Con, +2 Feat, +2 Magic) 15 vs Spells (Nymph Kissed Bonus) Natural 1 doesn’t fail Automatically (Steadfast Determination) Reflex: 12 (3 Base, +5 Dex, +2 Feat, +2 Magic) 13 vs Spells (Nymph Kissed Bonus) Will: 17 (6 Base, +4 Con (Steadfast Determination), +2 Feat, +2 Magic, +3 Bravery) 18 vs Spells (Nymph Kissed Bonus) Equipment and Gold Starting Gold: 72000gp (36000 + 6/6 from CP) Items: Greater Chausible of Fell Power (MiC 85) 18000gp Aritficer’s Monocle (MiC 72) 1500gp Horizon Goggles (CM 133) 8000gp Cloak of Comfort +2 (CM 132) 6000gp Ghost Shroud (MiC 104) 5000gp Boots of Springing and Striding (DMG 250) 5500gp Ring of Entropic Deflection (MiC 123) 8000gp Belt of Many Pockets (CA 147) 11000gp Ring of Sustenance (DMG ) 2500gp +1 Cutlass (Stormwrack) 2315gp Wand of Lesser Vigor 750gp Wand of Lesser Restoration (Paladin Version) 750gp Wand of Knock 4500gp
  2. Status: Under construction. Basics Name: Theodore Kascillian Gender: Male Race: Human (Andoran) Class(es): Fighter // Warlock Alignment: Chaotic Good Role: Striker, Skirmisher, Tank, Ranged Damage Office: Master at Arms Appearance TBD Personality Theodore Kascillian is an intense individual. Prone to terse comments following or leading up to emotional outbursts. Statblock Male CG Human (Andoran) Fighter // Warlock, Level 9, Init 9, HP 155/155, DR 2/Cold Iron, Speed 45 + Swim/Fly (Perfect) AC 33, Touch 33, Flat-footed 25, Fort 15, Ref 13, Will 18, Base Attack Bonus 11/11/11 Eldritch Blast +18 (5d6+2+2d6, x2) Unarmed Strike +18/+18/+18 (1d8+4, x2) +1 Cutlass +19/+19/+19 (1d6+5, 19-20/x2) Shield bonus applies to Touch +1 Mithral Buckler (+8 Dex, +1 Deflect, +14 Misc) Abilities Str 14, Dex 20, Con 18, Int 15, Wis 10, Cha 18 Condition Swimming the Styx Fell Flight Beguiling Influence Leaps and Bounds See the Unseen Call of the Beast All Seeing Eyes Background Born into the Kascillian
  3. 1. For Martial Traditions from the Spheres of Might system do you have issues customizing traditions with approval by you? My example tradition I want is in the spoiler below. It is based on the Steppe Rider Tradition. Wastes Rider The Vast Wastes demand many skills to survive. A Wastes Rider survives by the speed of his Iron Horse and the accuracy of their gun. Whether raider or cattleman a lasso is also a primary tool in the Wastes for capturing creatures alive. Equipment: Outrider Training, Net Master Tech Sphere: Drone Obvious Activation (Tech): Collapsable Vehicle Variable Sphere: Wastes Riders can choose either the Barrage Sphere or the Sniper Sphere when they gain this Martial Tradition. 2. Are there any stats rules or prices for Iron Horses if we don’t gain the ability to make our own? 3. Does the Magic Weapon main hand and Non Magic off hand sharing enhancements include Weapon Attunement bonus? 4. If a Spheres of Might Discipline talent gives us an Exotic Weapon Proficiency that Guns Everywhere eliminates does that still qualify for the replacement proficiency mentioned above?
  4. Alright I am getting close to review status but I need clarification on one thing. Does the above mean what I interpret and we get a Favored Class bonus for each side of the gestalt if we advance in both our favored classes simultaneously?   For instance character has Favored Class: FC1 and Favored Class: FC2 and takes 5 levels of both FC1 and FC2 (FC1(5) // FC2(5)). That character would get their choice of +10hp +10 Skill Points or +5 hp and +5 Skill Points, or 5 pips in each favored classes respective unique bonuses? And if a character took Fast Learner or equivalent at 1st level they could have +10 HP and +10 Skill Points?
  5. @Rudra Check out the Integral Oath Boon in the spheres wiki. It gives you the effect of the Integral Oath feat while using the bonus Oath Point to pay for itself.
  6. Huh. I guess they wanted to keep the Mageknight’s Magic Talent progression ‘Standard’ on the table so they moved the Talent over into a Bonus Talent.   Probably need Arklytte to weigh in. Though considering a multiclass Mageknight could qualify for both by having one sphere or the other before their first Mageknight level then it’s odd to deny a single class one that spends the required talents. Just my 2 cp.
  7. @Steel Warrior Not sure if this is the official ruling on it, but I have always read Warp Warrior and Destructive Focus as merely locking you in to certain sphere choices at 1st level. Since the Casting class feature gives you 2 free Magic Talents when you first get it, you can take Destruction with one and Warp with the other and fulfill the requirements of both Archetypes. With the rewrite into Ultimate Spheres of Power, they really should have reworded those two archetype features since the Mageknight class no longer gives a talent at 1st level outside the 2 bonus from the Casting class feature.
  8. Custom Martial Tradition Request: Back Alley Survivor Ezra learned a lot from old man Erwin about fighting. Fusing much of what the old Blacksmith taught him into the core of his fighting style. “Lesson one squirt, the best weapon is the one that does the job. The second best is the weapon you can actually use. Here try these out for size and see if anything clicks.” Ezra can still remember Erwin’s laughter from watching him fumble about, but he found some weapons he could wield that should work against most defenses.Custom Training (discipline) for the Rapier, Estoc, Greatsword, and Earthbreaker. “Lesson two. Learn to take a hit. No matter how you duck and weave out there someone is going to clobber you. Don’t let yourself go down without one last swing. If you make it count, you will either get patched up or a statue made for ya.” Ezra was sure this was the old curmudgeon messing with him, but he learned to stay upright with stars swimming in his vision.Guardian Sphere with the Indifferent Defender drawback. ”Lesson three, and this one is easy. Fight dirty! The only fool who would fight fair is one who learned how to win under those rules. Fighting only has one rule: Don’t lose.” Ezra enjoyed this lesson. Fighting dirty came naturallyFencing Sphere, but it usually led to him reviewing Lesson two. “Lesson four is a matter of preference or style. Either you bleed your enemy and outlast him, or you hit hard and fast to drop em.” Ezra felt quicker fights were better.Variable: Pick either the duelist sphere or a talent from the Fencing Sphere. Ezra chose Fast Feint from the fencing sphere. Casting Tradition Request: Aboleth Touched Ezra examined himself in the shard of mirror he obtained from the trash. The purple glowing eyes were cool,Witchmarked with obviously magical glowing purple eyes. but Ezra felt they were too flashy and could give him away. The new limpInnate Curse: Lame wasn’t promising either if he needed to run. More concerning was his new passenger in his head and the disturbing alien energies it filled him with.Incompatible Energies drawback His uninvited guest had power to share. Even if he had to make sure it was focused on the task at hand.Mental Focus drawback It was luckily easy enough to get it’s attention back.Drawback Feat Boon: Fast Focus It even pulled a lot of the heavy lifting to maintain it’s spells.Easy Focus Boon Overall the night could have gone a lot worse in a lot of ways than getting magic powers and having to deal with strange looks and a limp. Oath Boons 5 points at level 5 Enhanced Abilities (2) +2 enhancement to Dex Quick Recovery (2) Remove 5 Non-lethal damage per round. Heal 10 (level+Int) extra Hp per discrete healing effect. Skill Superiority (Disable Device) (1) Add 2+1/2 level (4) as a competence bonus to Disable Device Checks. Race: Unfinished Gillman Type: Humanoid/Aberration (Human) Base Speed: 30ft Languages: Common, Aboleth Potent Talents: Quick on the Pickup: Gain both the +1 Hp and +1 Skill Point at each Favored Class Level Specialized Training (5th Level Potent): Bonus Feat (Aggressive Mind Limb) Auxillary Talents: Aquatic: Gain a 30ft Swim speed. Can hold breath 10 times longer than normal. +8 Origen bonus to Swim checks. Darkvision: 60ft Darkvision. Thick Skinned: +1 Natural Armor Developed Tolerence: Charm and Compulsion See in Darkness (Phenomenal): Can see in Magical Darkness up to Darkvision Range. Mistsight (Phenomenal): Vision not impeded by smoke, fog, murky water, etc. Up to vision limits. Utility Talents: Skill Familiarity (Bluff and Disguise) Counts as Deceitful feat for prereqs. Keen Senses: +2 bonus to Perception, Low Light Vision.
  9. “Oh this is yours? You must have dropped it.” Symbiat (Hekatonkheires) 5 Prodigy (Battle-Born) 5 PRIMARY ROLE Utility/Skillmonkey SECONDARY ROLE Support, Scout, Off-Tank RACE: Unfinished Gillman AGE: 25 GENDER: Male Appearance Ezra stands around 5’8’’ with a slim build at 160lbs. His untamable brown curls sit like a mop upon his head. Much of his skin’s mutated nature has been covered by tattoos to hide it, but his glowing purple eyes are harder to hide and not blind himself. His limp has become less pronounced with passive telekinesis helping him along, but still it’s noticeable that his left leg is longer than his right causing an uneven gait. Still preferring looser layers of clothing for stashing away light items on his person, Ezra often wears shirts with extra pockets sewn in with a cloak or overcoat above it. Normal breeches with sturdy but flexible boots keeps him mobile and ready for most terrain. Personality A rogue’s rogue, Ezra never had much prejudice against those who pilfer to get by. As long as they don’t assault others a starving man isn’t a criminal in Ezra’s books despite what the local constabulary may say. Those stuck up nobles on the other hand only earn Ezra’s scorn. Ezra likes jokes even if his tend not to be found funny. He’s also a fan of music even though he can’t hold a tune. He’s as honest as he can be to his confidants, but the rest of the world needs to earn his secrets. Greed is a primary motivation in Ezra’s life and he despises depriving himself of any luxury. If Ezra has any higher morals it’s these. He will look after those who look out for him, and Ezra is no coward. He may exercise caution and plot and scheme before committing to a course of action, but he doesn’t leave allies behind in a fight. Backstory Ezra was born in a mid sized coastal town Edmond’s Bay. Supported by trade by both land and sea, it had the makings of a town on the rise to becoming a proper city. Abandoned to the streets for unknown reasons Ezra had to fend for himself far too young. Quick wits and fast fingers kept Ezra fed and clothed even if only barely. Ezra and the towns fortunes took a turn though when an ambitious Aboleth took note of the settlement. The Aberration skilled in the warping of both mind and flesh worked a vile scheme and a fell ritual over the town. At the spell’s conclusion, half of the wharf district, including Ezra, stopped what they were doing as one and walked mindlessly into the waters of the bay. The weak, slow, and lame drowned before reaching the slime of the Aboleth. Those who did not die began to be warped under the spells of the Aboleth. Ezra and the other slaves would patiently wait for their master to finish the transformation of one being into a Gillman before the next in line would advance and be warped. The Aboleth’s actions did not go unnoticed in the town above and Edmond’s Bay was not without defenders. In the midst of Ezra’s transformation, adventurers struck at the Aberration, breaking Ezra free of control. In shock from his partial transformation, Ezra watched transfixed as spell and blade met tentacle and eldritch power. A psionic screech pierced the minds of those present as a deathly blow fell on the Aboleth. In it’s death throws, the aberration desperately attempted to preserve itself, flinging its mind into the tenuous connection it still had with Ezra from his incomplete transformation. Unfortunately for the aberration, Ezra’s mind had both the firmness of a desperate survivor, and the adaptability of a child’s mind. The initial assault was withstood and sensing the strength behind the invader, Ezra’s mind instinctively choose assimilation. The Aberration’s mind was attacked while preparing for it’s next assault, it’s Id consumed and it’s Ego cast off like the shell of an oyster plucked for it’s pearl. In this way, a Symbiat was made. Most of the survivors safely returned to town, most those already transformed could no longer return above the waves permanently. Thus a floating slum was created in a corner of the bay for those who could no longer live long without the sea’s embrace. Ezra was in a unique situation. His partial transformation (and subsequent absorption of a portion of the Aboleth’s mind) left Ezra an outcast both on land and sea. He could survive on land indefinitely, but his now glowing purple eyes and transformed leg were disturbing for others to see. Yet Ezra couldn’t breath water like the fully transformed and there was jealousy that he didn’t have to leave land like they did. Ezra kept surviving like he usually did. Only now he had a new trick up his sleeve. As long as his new sub mind was focused, Ezra could move things with his mind! Even though Ezra kept quiet about his ability, one day it still landed him in trouble. Erwin Krung, a local Blacksmith and retired adventurer caught him trying to float some bread over and promptly cuffed Ezra on the ear, breaking his hold on his dinner. In the end, Ezra ended up as a clerk at Erwin’s smithy. Much to Ezra’s surprise. He was treated well there and even learned the basics of what became his combat style from the salty old fart. Years pass and Ezra became stronger with Erwin’s help. Both from Erwin’s teaching as well as a more consistent and varied diet. Given his disinterest in the art of smithing, Ezra decided to leave Edmond’s Bay as an adventurer. Twice in his life he had been saved by adventurer’s. Once during the Aboleth attack, and again by Erwin’s generosity. If adventurers have enough leeway to save orphans, Ezra reasoned, perhaps it’s worth looking into getting a cut. A few adventures later and Ezra doesn’t regret his decision. He obtained a good windfall of gold over the years. More than he ever thinks he would have seen back in Edmond’s Bay. Now his travels bring him and his companions to Canismini at the frontier of civilization (and blessedly far from an ocean) and with a hopefully well stocked inn to rest at.
  10. Packer ‘The Stump’ Green  Packer’s eyes are all that move to follow Tanya as she and Lysandra step away. Giving them their privacy, Packer focuses back in on Doc’s briefing on what lies ahead. Doc’s ‘stories’ were entertaining to listen to, and Packer had long adjusted to gleaning the tactical information from them.  After Doc had listed out the choices, Packer gives his thoughts, “The longest path is the safest if we assume nothing goes wrong, but it is also the most likely to make us miss our rendezvous at Athens Station. If we follow the old Wastes rule that something always goes wrong, the longest path gives us less time to recover to even hope to reach Athens on time.”    “The knights are, in my opinion, the most dangerous route of the three. I actually joined them for a time. One of the things I remember was a saying that, ‘The laws of honor are not written on a scroll, but engraved in the heart of any true knight.’ It sure sounded impressive and noble. Until you realized it just meant that their ‘rules’ for honor is basically decided by the highest ranking knight present. So if they don’t like the look of you, or if you just don’t grovel enough to them they can start challenging or threatening you over any little thing they like. Going the Knights route is just harassment that you pay for.”   “The last route is the riskiest, but if we take it we go in knowing what threats are around and can keep our head on a swivel. It is also the most attractive route with Jackson’s Crack there to provide materials for repairs and rearming. The Primeval can be a good source of rations along the way. Though I’d stick with any meat we would hunt there personally, some of those plants are meaner than me! The military installation is tempting though we would need to weigh that against the number of Infected there. Can’t really condone going through that way if Jackson’s Crack won’t take in the majority of the Greenwooders.”   “With all that taken into account, I’ll cast my vote for the direct route. Any route we take though, I’ll do my best to make sure trouble has to make it through me before landing on anyone else’s head.” Packer finishes solemnly.   OOC Actions None in particular. Condition HP 84/90-6, Temp Hp: 50, Delayed Damage: 0/18, DR 5/-, NLFH: 6 AC: 34 (31 vs projectiles) Currently Challenging: None      
  11. Packer ‘The Stump’ Green  Packer steps out of The Beast fully armored and helmet locked.  He enjoys the bittersweet moment of meeting the people they saved. Seeing the smiling faces on families brought back from the brink of ruin and the laughter and gratitude of a community preserved. Then it happened, as it inevitably does, that a mother bringing her child to thank the Tankers notices Packer’s glowing eyes behind the visor and pulls her child back in fright. Sighing in resignation of his condition and it’s effects on some people, Packer moves past Doc during his rounds, patting him on the shoulder and saying, “Running a perimeter check with Duende. Will see if the bay doors are all we need to secure while we stay here or if there is any signs of nesting further in near the collapsed portion.”   Walking around the structure starting clockwise from the Bay Doors, Packer keeps an eye out for other entrances into the space and looks for signs of nesting such as droppings or bedding. During his walk an adolescent from the convoy notices Packer and walks over to question him.   “What are you doing over here?” The youth asks suspiciously.   “Just checking that nothing was living in here before we showed up and that we can relax a little without something dangerous showing up.” Packer replies nonchalantly and notices Duende entertaining some of the younger crowd by some scrap he nods in that direction and says to the youth, “Looks like they’re having a good time over there. You should see if my friend there started up his toymaker hobby again.”   The youth looks over and seems tempted for a bit before saying, “I’m not a kid like them! Besides something’s funny about you. Why do your eyes glow like that?”   Shaking his head at the barely teenaged lad, Packer responds, “Sometimes the wastes don’t kill you. Sometimes you just come back different. Folks call the strange bits mutations and the people who have them are mutants. People don’t really understand them and not all mutations are harmless so people don’t like them much.” Packer notices that the leadership of both groups is about ready to meet and starts heading that way but says by way of parting, “Also, if you want my advice, be a kid as long as you can. Once you become an adult there’s no real way back to being a kid.”   Packer rejoins Tanya at the meeting standing back and to her right to let her handle negotiations, but close enough for Packer to cover her in the very unlikely event of trouble.   OOC Actions Perception to look around the Zon warehouse. (Rolled with tower if it’s working) Condition HP 84/90-6, Temp Hp: 50, Delayed Damage: 0/18, DR 5/-, NLFH: 6 AC: 34 (31 vs projectiles) Currently Challenging: None      
  12. Packer ‘The Stump’ Green  As Tia slows to a stop beside the Jeep, Packer does a quick equipment check and prepares to follow Doc out. “Same rules right Doc? Try to stay on my hip and we book it to the most wounded? Doubt it will happen this time, but- and he’s already gone.”   Pretty fearless for a man that wouldn’t put a bullet in a raider’s skull even if they killed him. Packer thought to himself ruefully.   Packer takes off after Doc as quickly as he can in armor wrenching open the other car door and assisting where he can. Once Doc announces that they are stable enough to move, Packer picks up his charge in a Fireman’s carry to leave his shield arm free to defend against the scattered rounds landing around them.   Returning quickly to the safety of Tia, Packer sets the older man down for Doc to get to work on. Catching his breath, Packer heads back out to assist Martin’s scrap hauling.   OOC Actions Packer hops out of the Tank hot on Doc’s heels. Keeping Doc Adjacent for defense buffs and using Aid Another on him for heal checks when needed/ other miscellaneous tasks to save the jeep duo. When lifting the older man, will use Muscular Surge to increase Packer’s carrying capacity to make it trivially easy to haul him around. This will result in Packer being fatigued for 1d4 (2) rounds.   Packer would then help Martin haul in any prizes he finds. Condition HP 84/90-6, Temp Hp: 50, Delayed Damage: 0/18, DR 5/-, NLFH: 6 AC: 34 (31 vs projectiles) Currently Challenging: Trike Zealot, Effects: +2 for Zealot to hit Packer, -3 for Zealot to hit on any attack that doesn’t also include Packer. Lasts 6 rounds.    
  13. Packer ‘The Stump’ Green  Alex’s call and the Thwump of the grenade going off just outside the Tank causes some bile to rise in Packer worried that someone got hurt. With the familiar sound of Alex’s rifle returning fire, Packer calms down some. Enough to mechanically load the main gun and speed rack.   Still the Disciples were in full retreat with the exception of their erstwhile grenade totting hitchhiker. Victory was theirs for the moment and Packer allowed himself a moment of pride in that.  OOC Actions Standard Action: Reload Tank (Standard Slug) Swift Action: Sweet Spot Reload (Tower Roll) Move Action: Rack em Up Strength check (Tower Roll) Condition
  14. Testing once more on Night Theme. Refreshed page.    Show this Unable to edit above Text Unable to edit the button but it doesn’t appear to have reverted on night theme? I tried multiple refreshes. 
  15. Testing on Night Theme.    Show this Can’t edit above button. Unable to edit spoiler button text. 
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