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Eborne1

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  1. Armorist (Living Weapon) gets full CL to only the Aegis side of Protection Sphere. I'm planning to take a couple feats that allow the character to add points in Craft Calligraphy to CL of Wards and points in Heal Skill to CL of Life Sphere. Thankfully Craft is a background skill. There's a chance he won't need all of them, so maybe Opakk can learn to craft something else besides finely scripted letters. lol In regards to power levels. I feel like there should be a tradiitonal few days, prior to a game starting, where players hash out a way to get all their characters on par with one another. I recently had a character that was too powerful for a game. It was the first time for me. It wasn't very much fun at all... The DM let me switch characters.
  2. Human Gun Chemist The Doctor steels himself and a dark look passes over his eyes. He steps up to the corner of the room and lashes out at the monster with the strange short sword they had recently found, with the intricately carved pommel in the shape of a red-cardinal. OOC 5' step diagonally forward to the open space between Lora and Jax. Attack with +2 Shortsword. "Red Destiny" Critical Hit = 18dmg
  3. Madame Zelda "Pearl" Mordeaux Lv. 5 Goblin Shadowcaster Wizard "Let us continue to avoid the thoroughfares. These alleys are suitable and less likely to expose us at a distance," Pearl says, walking rather casually next to the armored dreadnought at her side. Silence wouldn't be their best weapon, though she was confident she and Raze could be a good specialist team in a pinch. "I'm a fan of the night time for sneaking, myself, but the thing about shadows is that... well... they're always around." Pearl says with a self-satisfied, toothy smile. OOC Stealth (10) = 22 Quick Stats Lv. 5 Goblin Shadowcaster Wizard Caster Level: 5 / Speed: 30 / Initiative: 3 / Perception: 5 (darkvision 60ft) DEFENSE AC: 15 [19] Touch: 15 Flat Footed: 12 HP: 32/32 FORT: 3 REFLEX: 5 WILL: 6 OFFENSE PREPARED SPELLS: STATS STR: 9 DEX: 16 CON: 12 INT: 18 WIS: 12 CHA: 10 BAB: 2 CMB: +0 CMD: 13 CONDITIONS: Mage Armor Combat Actions Free: Swift: Move: Standard: Full:
  4. 🪶Hunter and Spirit Guide 🪶 Stats Male NG Human (Shaman 2/ Slayer 3) Level 5, Init 4, HP 43/43, Speed 30, AC 21, Touch 15, Flat-footed 17, CMD 22, Fort 7, Ref 9, Will 8, CMB +7, Base Attack Bonus 4 +1 Composite Longbow +11 (1d8+4, x3) Tomahawk (Throwing Axe) 9(1d6+3, x2) Long Spear 9(1d8+3, x3) +1 Mistmail (Chain Shirt) ( +5 Armor, +4 Dex) Abilities Str 16, Dex 18, Con 14, Int 10, Wis 15, Cha 13 Conditions: Grey Feather was happy to slip in back in amongst the others, which was made easier by the influx of crew that came ashore. He was even happier to hang up his furs by the fire and dry out his moccassins. He sat all that day by the fire, and well into the evening hours. He watched, with keen eyes, as people came and went from where they'd made camp, many of whom spoke briefly with Hjarlof and then went on their way, sparing only brief glances of curiosity for his appearance. It seemed to Grey Feather that the story-teller was doing a good job of sussing out information, bit by bit, that would serve their expedition well. The truth was, however, that these... Ormrung, were not their friends. He didn't know if they should be called enemy, exactly, but if they were aware of he and his companions' truer motives, they'd certainly not welcome then to rest and feast in their camp. It was a strange feeling and it kept Grey Feather on high alert. Several times throughout over the course of the few days, Grey Feather considers slipping into the shadows, sneaking about the camp, in search of more answers, but in the end he decides it is not worth the risk. The crew that is ashore is widely outnumbered and he wouldn't risk danger to his new comrades for a chance of uncovering some small bit information. They all know what needs to be done and in a few days time, when the ship is repaired, they would depart, likely for the for side of the island. If Grey Feather didn't know better, he'd hope they'd never have to see some of these good folk again. But the truth is that a clash of arms was quite possibly inevitable at some point in the near future. For now, however, Grey Feather will remain in the embrace of the warm firelight. OOC Nixtli and Spirit Magic Nixtli Stats "Ashes" OWL (Adjusted) (Master gains +3 Perception in Dim light and Darkness) Tiny Init +3; Senses low-light vision; +10 DEFENSE AC 16, touch 15, flat-footed 12 (+3 , +2 size, NA +1) HP 19 Fort +2, Ref +5, Will +2 OFFENSE Speed 10 ft., fly 60 ft. (average) Melee 2 talons +5 (1d4–2) Space 2-1/2 ft.; Reach 0 ft. STATISTICS Str 6, Dex 17, Con 11, Int 6, Wis 15, Cha 6 Base Atk +0; CMB +1; CMD 9 Feats Skills +7, +11, +15; Racial Mods +4 , +4 Familiar Class Skills: Acrobatics, Climb, Fly, Perception, Stealth, and Swim Familiar Feats: Alertness (master), Improved Evasion, Share Spells, Empathic Link Current Spirit Magic Smoke: Constant 20% Concealment (Grey Feather can change his Spirit and Wandering Hex daily. It will be listed here) MINOR SPIRIT HEX Feral Speech WANDERING SPIRIT Battle PREPARED SPELLS Cheetah's Sprint Dancing Darkness Monkey Fish SPIRIT MAGIC Obscuring Mist Combat Actions Free: Swift: Move: Standard: Full Round:
  5. After reading the section you highlighted, i think Magical Knack seems fine. It's actually less powerful in spheres because CL only applies to spell variables, where as CL in core rules applies to that as well as what the MSB and MSD covers in Spheres. The note they make in the section under Using Spheres of Power, is that multiple Abilities, Traits or Feats that improve CL from Core (ie spell focus, improved, etc...) should be split between CL and MSB in spheres, to avoid raising the power of an individual talent too high. As Opakk is a low caster and using Magical Knack in its most intended use, (accounting for up to two non-magical multi class choices) I don't see the problem. I'll see what DM rules about it. After some further discourse on the subject and some digging into community forums, I realize that is correct about the inappropriateness of the trait "Magical Knack" in use with spheres. I'll be switching it out for something else.
  6. You didn't miss anything. I wouldn't worry too much about trying to keep up on discord if you don't want to. You can just react to the IC posts. DM is just saying that he understood your intent on your last post. And it was a perfectly acceptable post.
  7. Madame Zelda "Pearl" Mordeaux Lv. 5 Goblin Shadowcaster Wizard Pearl is briefly distracted by the new magical aura around her. She refocuses after realizing the shade doesn't clash with her color ensemble. She quietly clambers up the rubble with the others. OOC Stealth (10) = 22 Quick Stats Lv. 5 Goblin Shadowcaster Wizard Caster Level: 5 / Speed: 30 / Initiative: 3 / Perception: 5 (darkvision 60ft) DEFENSE AC: 15 [19] Touch: 15 Flat Footed: 12 HP: 32/32 FORT: 3 REFLEX: 5 WILL: 6 OFFENSE PREPARED SPELLS: STATS STR: 9 DEX: 16 CON: 12 INT: 18 WIS: 12 CHA: 10 BAB: 2 CMB: +0 CMD: 13 CONDITIONS: Mage Armor Combat Actions Free: Swift: Move: Standard: Full:
  8. Loving the idea of the campaign. Feels like Rappan-Athuk on steroids and LSD. I should have a sheet ready to go soon(ish). (Sheet Attached) I added the details of my build below (as it currently stands). 👇 Note: I decided to experiment with some custom traditions, including a custom trade tradition, so please let me know if they appear in line and appropriate. CHARACTER and RP CONCEPT Opakk is very much the warrior and very much not the wilderness guide, socialite or dilettante.(If that wasn't obvious). He will, however, specialize in intimidation, which should serve well in many non-combat scenarios. He can develop more or less as a healer, depending on circumstances. His zealous devotion to lawful goodness should also be plenty to draw him into most conversations. In combat and on the trail, Opakk is built for versatile defense, and rugged endurance. (The "party engine" if you will) He may or may not need to be the primary damage dealer. Whatever the party needs most... He will focus on party buffing with light, war, and protection spheres, and then being a tank. His fighting style will cater towards control melee w/ area effect, (ie: shoving, grappling and throwing multiple enemies around, creating AoOs for others, creating difficult terrain, mass intimidation etc...basically the Hulk without the anger and mutation stuff... 🧟) I've very much enjoyed making Opakk. Thanks for having a look! BUILD CHARACTER BUILD (In progress...subject to change) RACE: Archon-blooded Aasimar (+2 CON/+2WIS) w/ Halo Trait (Substitute Darkvision) w/ Heavenborn Trait (Substitute Spell-like Ability) BONUS TRAITS: - Defender of the Faith (+1CL to Life, Fate, Protection Spheres) - ?? - The Flexing Arm (STR to Escape Artist +1) DRAWBACK - Attached (To the Anti-Entropic Seed which is also his Magic Focus) SKILLS TRADE TRADITION(custom) "The Steady Brute" Automatic Trade Traditions: "Rescuer" & "Athlete" Trade Talent Class Skills: Escape Artist, Heal, Acrobatics, Fly, Climb, Swim, Stealth?*, Perception* Extra Trade Talent: (multi-classing) "Undead Slayer" Extra T.T. Class Skills: Kn. Religion, Kn. Planes, Intimidate, Survival Automatic Skill Sphere: "Body Control" (w/ Incredible Stamina Drawback) Background Skills: Craft, Linguistics CLASSES AND TRADITIONS STRIKER (Strong Style Grappler) 1 AC Bonus +1 (CON) Tension (+3) Tension Techniques Bare Knuckle ______________ ARMIGER (Stance Master) 1 Stances (3) Sequence Stance Change (link) Integrated Techniques Inspired Sequence MARTIAL TRADITION (custom) "The Mindful Brute" Equipment: Force Redirection & Monk Weapon Training (maybe) Brute Sphere (base) Wrestling Sphere (base) ARMORIST (Living Weapon) 1 Spell Points (4) Protection Sphere (w/ Limited Protection "Aegis" Drawback) (free) Armored Aegis Talent (free) Ward Talent Buyback (drawback talent) SUMMON EQUIPMENT (w/ aegis restriction) BOUND EQUIPMENT (w/ aegis restriction) CASTING TRADITION (custom) "The Enlightened Brute" ______ Drawbacks: Somatic x2, Draining Magic, Focus Magic, Magical Signs, Emotional ______________ Boons: Fortified-Casting, Overcharge Extra Spell Point per Odd Level ** Plan is to continue progression in Martial Armorist going forward. SPHERES & TALENTS GUILE BODY CONTROL w/ Incredible Stamina Drawback Endurance Training (Db talent) Maintain Stamina (Free) Regain Senses (Feat) COMBAT EQUIPMENT Force Redirection Critical Genius BRUTE w/ Full Tilt Drawback Unstoppable (Db Talent) Shove (buy back) Takedown WRESTLING w/ Jobber Drawback Last Chance Grapple (Db Talent) Power Bomb MAGIC PROTECTION w/ Limited Protection (Aegis) Drawback (Class Bonus) Deflection (Free) Armored Aegis (Bonus) Shared Aegis (Db Talent) LIGHT w/ Light Focus Drawback (Bonus) Encompassing light (Db) WAR w/ Personal Conflict Drawback x2 (Bonus) Totemic Aura (Db Talent) Call to Arms (Db Talent) LIFE (No Drawback) CUSTOMIZED STANCES Aggressive Stance Living Weapon 👈😃 Tactical Stance Follow Through Protective Stance Guardian Sphere (base) FEATS Extra Spell Points Extra Magic Talent Extra Skill Talent
  9. Apologies if any of these questions has been addressed. Can we use core traits or only spheres? What about feats? Elephant in the Room feat tax rules?
  10. Eborne1

    Ooc

    Where are we, currently, on the map? Nm. "Location 1"
  11. 🪶Hunter and Spirit Guide 🪶 Stats Male NG Human (Shaman 2/ Slayer 3) Level 5, Init 4, HP 43/43, Speed 30, AC 21, Touch 15, Flat-footed 17, CMD 22, Fort 7, Ref 9, Will 8, CMB +7, Base Attack Bonus 4 +1 Composite Longbow +11 (1d8+4, x3) Tomahawk (Throwing Axe) 9(1d6+3, x2) Long Spear 9(1d8+3, x3) +1 Mistmail (Chain Shirt) ( +5 Armor, +4 Dex) Abilities Str 16, Dex 18, Con 14, Int 10, Wis 15, Cha 13 Conditions: It had been sometime since Gray Feather had made that particular prayer and he had forgotten how much fun it was. The outlander came ashore so quickly, that he leapt straight out of the sea, smiling widely, and landed directly into a trot that took him out of the rocky shallows and into a small copse of saplings and tall grass. There, he took a moment to wring out his long hair and sopping furs, as well as possible and set himself straight. The water was cold but invigorating. He hopes he will be able to dry his moccasins by a fire before long. He gathers his bow and nocks and arrow and moves out of the shrubbery just in time to see the strange swan boat drawing near to the shore, in the distance. He had hoped the others would not have felt the need to move so hastily, so he could be in a better position by the time they arrived. But he would make the most of it. He cuts inland and uses the shadows around boulders, and dense shrubbery to make his way closer to the camp. He spies warriors tending to tasks here and there and is careful not to draw too near. He takes a good look at what he can see from the safety of hiding. Eventually he tucks into some shady reeds, within bow shot of the party and keeps an eye out for any signs of an ambush. Nixtli circles widely, overhead. OOC Take 10 on Stealth (+15 for distance)(150ft) = 38 Take 10 on Perception = 20 Nixtli Perception = 27 Nixtli and Spirit Magic Nixtli Stats "Ashes" OWL (Adjusted) (Master gains +3 Perception in Dim light and Darkness) Tiny Init +3; Senses low-light vision; +10 DEFENSE AC 16, touch 15, flat-footed 12 (+3 , +2 size, NA +1) HP 19 Fort +2, Ref +5, Will +2 OFFENSE Speed 10 ft., fly 60 ft. (average) Melee 2 talons +5 (1d4–2) Space 2-1/2 ft.; Reach 0 ft. STATISTICS Str 6, Dex 17, Con 11, Int 6, Wis 15, Cha 6 Base Atk +0; CMB +1; CMD 9 Feats Skills +7, +11, +15; Racial Mods +4 , +4 Familiar Class Skills: Acrobatics, Climb, Fly, Perception, Stealth, and Swim Familiar Feats: Alertness (master), Improved Evasion, Share Spells, Empathic Link Current Spirit Magic Smoke: Constant 20% Concealment (Grey Feather can change his Spirit and Wandering Hex daily. It will be listed here) MINOR SPIRIT HEX Feral Speech WANDERING SPIRIT Battle PREPARED SPELLS Cheetah's Sprint Dancing Darkness Monkey Fish SPIRIT MAGIC Obscuring Mist Combat Actions Free: Swift: Move: Standard: Full Round:
  12. Madame Zelda "Pearl" Mordeaux Lv. 5 Goblin Shadowcaster Wizard "Mmm.... Does look like one of those contraptions you mentioned the priest describing. Should someone poke their head up and see what's above us? Or shall we continue in the delicious dark?" Pearl reaches in her new magical pack and is delighted when her hand falls directly on the thing she wants. She draws the wand and bestows on herself a nimbus of invisible protection. "Anyone else like a blast? Anhotep?" Pearl looks over the rubble for the magical or non magical auras of any potentially valuable bits and pieces. OOC Cast Mage Armor from Wand - 1 hour Perception 11 (or 15 if taking 10) Detect Magic Quick Stats Lv. 5 Goblin Shadowcaster Wizard Caster Level: 5 / Speed: 30 / Initiative: 3 / Perception: 5 (darkvision 60ft) DEFENSE AC: 15 [19] Touch: 15 Flat Footed: 12 HP: 32/32 FORT: 3 REFLEX: 5 WILL: 6 OFFENSE PREPARED SPELLS: STATS STR: 9 DEX: 16 CON: 12 INT: 18 WIS: 12 CHA: 10 BAB: 2 CMB: +0 CMD: 13 CONDITIONS: Mage Armor Combat Actions Free: Swift: Move: Standard: Full:
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