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Warlawk

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Everything posted by Warlawk

  1. Alexzander Volkov As if summoned by the delivery of a savory soup Alekz meandered into the Guildhouse. He let the words of the others flow over him as he filled a bowl and found an empty seat. Like so many other senior operatives he has found ways to rise beyond such simple needs as food, but nothing can replace the satisfaction of a lovingly crafted meal.   Alekz tossed a salute to Astrophel with his spoon and cleared his throat adding to the conversation in his comically thick accentTake a stereotypical media russian accent and crank it up to 11!. "I am agreeing that the plans, they cannot survive contact with the enemy. The planning herself however" He waggled his spoon in the air to accentuate the point he was making "Ah the planning, she will be very important for she will give us the inspiration and the ideas we will need to stay alive when this whole thing, it goes very sideways very quickly, yes?"   The compact man frowned as his spoon scraped the now empty bowl and rose to refill said bowl to nearly overflowing as he continued "I am believing that it will be important for the team to have multiple ways to stop, isolate and shut down these beasties, yes? Since they can just be giving us a dirty look and wiping away all of our shiny magical protections we need ways to be sure that they cannot be effectively using their shooty eye beams, yes? Many ways I am thinking, so that if a single operative is neutralized there is redundancy to protect the team, yes? Yes." Alekz paused, a considering look on his face as he reviewed his words. Deeming them sufficient he retook his seat and leaned in to loudly slurp at the soup threatening to overflow the rim of his bowl then nodded his appreciation to Astrophel.  
  2. This is my first venture into Baldr, working on a post in the Guildhouse right now... man, this editor is just horrible. I hope there are some great things it does that I haven't discovered yet because as of now it just feels annoying and frustrating to use.
  3. The character sheet is incomplete but mostly just lacking a few finishing details. I need to transfer the backstory from my brain to text. There's a nasty illness raging through the household so I'm not feeling up to extended writing just at the moment.   ToDo List: 2 talents 2 Feats 3 TW Feats 2 Boon Points 1 Scholar Knack
  4.    Alekzander Volkov   “INSPIRATIONAL QUOTE (OPTIONAL)”   Scholar (Doctor) Conscript (NO ARCHETYPE)   PRIMARY ROLE Support. Healing, condition removal.   SECONDARY ROLE Support. Trapping, scouting, enemy debuffing and soft CC.   RACE: Human AGE: TBD GENDER: Male   Appearance A compact man, Alekz is slightly below average height and of average build. His brown hair and eyes simply reaffirm an otherwise unexceptional stature and presence.   Personality Focused and direct when working, Alekz is jovial and friendly when not 'on the job'. His past has left him with a very flawed understanding of intimacy and emotional interaction, making him very awkward in such circumstances.   Backstory The Village was the last stop on the trip to nowhere. Too small to be on any map, or of any real consequence to the outside world, it had never needed a name beyond simply 'The Village'. Nestled into the foothills of the mountains The Village offered an oasis of humanity to the few hearty souls who roam the mountains. While there were many and myriad mineral deposits of value in the mountains they were small and scattered, rendering them unsuitable for any large scale mining operations. This was ideal for those brave and enterprising individuals willing to do small scale prospecting or mining and these daring adventurers often found The Village to be their source for fresh provisions and a warm bed as they transitioned between projects and prospecting claims.   Alekz was taught herbalism and healing by his family who offered aid and succor to residents and fortune-seekers alike. He was still a fresh faced young boy, not even 10 winters old when calamity struck. It seems that the mineral riches littering the hills held some key ingredient that drew the attention of a colony of Mind Flayers. The abominations quickly tore through the region laying waste to those few who had the capability to resist and taking the remainder thrall. The colony established an Elder Brain in the mountains and used their thralls to harvest the ingredients needed for their baleful rituals. Being young, nimble and small Alekz was among the thralls selected to tend the Brain itself. His dexterous fingers and agile mind quickly saw him assigned to duties mixing and applying the tinctures, salves and eldritch concoctions used to keep the Brain happy and healthy.   Years passed in this fugue state, decades even. Constant exposure to strange alchemical concoctions did strange things to young Alekz's body and mind though it is impossible to determine which quirks and oddities were cause by the chemicals rather than the long term mental domination. When The Guild liberated the region and rescued the survivors. Alekz recovered his sense of self quickly and worked to support both the refugees and Guild operatives as they retreated from the area. While his parents and youngest sister went missing, and are believed dead during the invasion, both his older sister and younger brother survived as thralls. They have since recovered to lead relatively normal lives giving Alekz a gaggle of Nieces and Nephews to spoil on his visits between Guild assignments.  
  5. It doesn't though. As quoted in the post directly above yours:   So, when taking a standard action or less to place a trap, you can do so at range. You aren't actually making an attack with your crossbow.   If you choose to fire a trap as a Snipe talent you are limited to Snare traps and as it is a snipe talent you are normally limited to one per attack action, potentially two if you use the Sniper Sphere talent for that.   Perhaps I'm missing something though as this is a design space I haven't worked in before.
  6. Trap Launcher [Apoc] Source: SA: Tricks & Traps You’re capable of setting traps at a distance. When placing a trap with a creation time of a standard action or less, you may increase the DC to create the trap by 10 in order to place the trap within the first range increment of a ranged weapon you are wielding. This is considered a ranged attack and as such provokes attacks of opportunity and is subject to conditions that affect ranged attacks (such as wind). If you possess the Sniper sphere, you may treat this talent as a (snipe) talent that allows you to shoot your traps directly at creatures. As part of a deadly shot, you create a snare trap that requires a standard action or less to create and fire it (this ignores the limitation of placing traps only within the first range increment of the weapon). A creature hit by the attack makes a Reflex save as normal to prevent triggering the snare, as if the snare trap originated from their square. As the trap is never set, creatures do not gain any bonus to AC or saves for seeing you set the trap. If a trap would usually activate multiple times, it only activates once. If the attack misses, the trap is destroyed. So it is a ranged attack, and does not list a required action so it should default to a standard action. The text indicates that your trap creation time must be a standard action or less, but does not define an action for Trap Launcher aside from being a ranged attack. Based on that information, is there a reason that this ranged attack cannot be part of an attack action?   Scratch that, I rolled a 1 for my reading comprehension I suppose.   I believe you are correct, that simplifies things a bit.
  7. Alchemy Formulae ... Clarification: Additional damage dice in formulae for having multiple ranks in Craft (alchemy) are always treated as bonus damage dice and are not multiplied by Vital Strike or a critical hit. (Per discussion with a writer) Trap Dart A dart trap is constructed of spring, twine, and usually a needle or other blade. A dart targets a line originating from one corner of one of the squares it occupies determined when it is set. This line extends out to Close range (25 ft. + 5 ft. per 2 ranks of Craft (traps) you possess) and stops after one creature is hit. When triggered, make a ranged attack roll against each creature in the line until one is hit. You may substitute your ranks in Craft (traps) + your Intelligence modifier for your base attack bonus + Dexterity modifier on this roll. The dart deals 1d6 piercing damage, increasing by 1d6 when your Craft (traps) ranks reach 3 and every 2 ranks thereafter, and has a critical threat range of 20 with a x3 multiplier. Some talents allow you to modify your darts. Each trap may only benefit from one (dart) talent. Some trap talents allow you to forgo dealing damage for benefits as defined in that talent. You may forgo dart damage to expend an alchemical item (such as a tanglefoot bag), a thrown splash weapon (such as alchemist’s fire or acid flasks), or a dust (a potion containing a spell that affects an area) when making a dart trap to add the effects of that splash weapon to the dart. Resolve the attack versus touch AC. Items with an area of effect count their origin from the nearest corner of the struck creature’s space to the line of the dart’s effect. You may apply injury poison to a dart as if it were a weapon after it has been set. While setting the trap, you may choose to forgo dart damage, instead expending a dose of a contact or inhaled poison as part of setting the trap. The dart then resolves its attack vs. touch AC. An inhaled poison fills its area as normal, centered on the struck creature’s square (or the first square targeted by the line, if the creature occupies more than one space). So Alchemy (and many other spheres/effects in SoM) specifically limit the damage dice increases from being multiplied by Vital Strike. Should I assume that Trap sphere not having this is an oversight and we will be playing it the same way? Otherwise Vital Strike and the Improved version will each add +8d6 damage on top of the base for 24d6 at will damage that requires no investment or resources beyond the feats. That's a big chunk of free damage on something I was going to be doing a lot of the time anyways and that would increase to 32d6 when we hit level 16, scaling an additional 4d6 at 17 and 19.   I know that character balance tuning will be done after selection, I just want to know if I should invest in the Vital Strike line or not as it's not a great fit outside of this one application (Not weapon damage focused).
  8. Origin Talents The following Origin Talents can be chosen from any of the three Origin Spheres (Aptitude, Essence, or Form) All PC's gain 3 Potent Origin Talents at 1st level, one additional Potent Talent at 5th level, and one additional Potent Talent every 5 Character Levels after that. All PC's gain 1 Phenomenal Potent Talent at 1st Level, one additional Phenomenal Potent Talent at 7th level, and one additional Phenomenal Potent Talent every 7 Character Levels after that. 1 Phenomenal Potent Talent can be traded for 2 Phenomenal Auxiliary talents OR 2 Phenomenal Utility talents, OR one of each type. 1 Potent Talent can be traded for 2 Auxiliary talents AND 1 Utility talent. Can the potent talents get the same treatment as Phenom Potent talents so that I could instead choose to trade one for 1 Aux and 2 Utility?
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