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GralphidBlackstrip

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  1. Yeah, I suspected that was the case, but figured I'd give a poke just in case anyone was still motivated to continue. I really like my character and am still intrigued by the game premise. I've always liked the idea of an urban-based campaign that focuses on a single city. Oh well.
  2. "The more the merrier." Velras says with a shrug, and walks down the stairs. Mechanics Velras takes point and goes down the stairs (although he can climb on air if they let out on him), with the others behind him. Statblock and Tracker 39/57 Spell points left Martial Focus: 2/2 Active Effects: The World, Swords, The Fool, Strength, and The Emperor (Duration: 16 hours from opening scene) Enhance Equipment (unarmed strike, warhammer, 7 other armors/weapons) Duration: 16 hours from opening scene) Darkvision (Duration: 20 hours from opening scene, from Zella) Staunch Resistance (Will, Reflex) (Duration: 160 minutes from night-time, applies to whole party) Cast Nature's Carapace (metal) and Resist Elements (fire, enhanced) (duration: 260 minutes from night time) Nature's Sense: Earth (Tremorsense 90 feet) (duration: 260 minutes from night time) blessing of the watch, hunter's blessing (+2 on , , , , and damage rolls made against humans. +2 on checks, , , and checks in urban areas), Blacksmith Maintenances: Clarifying and Quickening Reinforcements Blacksmith maintenances (+4 reflex and will saves), and Armor Maintenance (+4 armor, reduce ACP by 4) Defenses: AC: 48, FF: 36, Touch: 23, CMD: 39 (+2 per size category larger than me attacker is, +4 vs trip and +5 vs sunder) Cold/Elec/Acid Resistance 10, Fire Resist 36 and recover 1 HP for each damage prevented Fort: +17, Ref: +22, Will: +19, (all saves roll twice and take better) HP: 240 Immunities/other: Immune to disease, poison, age. 130' move, climb (including through air, or earth glide speed Skills: Acrobatics +42*, Climb +31*, Diplomacy +24, K. Engineering, local, and nature (+21), Perception +16 (+7 on traps, +2 bonus and auto-check to find unusual stonework or metalwork), Prof Blacksmith* +34, sense motive +24, Knowledge local +23, Stealth* +24 *Can take-10 even when rushed or threatened +5 insight bonus to skills when taking 10 Misc: Can make AoOs even when flat-footed. When suffering penalties to attack rolls, damage rolls, saving throws, skill checks, or ability checks, reduce the total penalty by 2, to a minimum penalty of -1.
  3. I am considering GM-ing a high-ish level (12 maybe) gestalt pathfinder spheres game. I know from past experience that there will be a lot of interest. The twist is that I was considering requiring one side of the gestalt to be spheres of Guile classes only (with the other side your choice of SoG, SoP, or SoM, including base class archetypes) The motivation for this is: 1. I've read the rules, but still don't feel like I know Spheres of Guile very well and this seems like a way of learning how it works in practice. 2. My first glance is that Spheres of Guiles characters are less powerful but have a lot of utility. The hope is that having one side be SoG would lead to characters that are more flexible but have less raw power than a more open gestalt. The premise of the game by the way would be that a fairly generic fantasy world is shocked when a vastly powerful, and previously unknown underground civilization launches devastating attacks on it. Desperately fighting and barely holding on, the leaders of several nations beg a group of heroes to perform a likely suicide mission: attempt to infiltrate the tunnels and act as a mobile guerrilla force sabotaging soft targets, burning supply depots, and/or provoking revolts to try to even the odds above-ground. The PCs would be in foreign turf and vastly outnumbered, and thus forced to rely on stealth, diplomacy, infiltration, and clever planning instead of raw strength. So would the spheres of guile requirement make people more or less interested in the game? Do you perceive any problems with this idea?
  4. "I don't know. I'm pretty difficult to kill and lighter than most of you, I'll go first. If it is a trap, I should survive it. You all follow." Velras suggested Mechanics Velras is just going to walk down the stairs. Statblock and Tracker 39/57 Spell points left Martial Focus: 2/2 Active Effects: The World, Swords, The Fool, Strength, and The Emperor (Duration: 16 hours from opening scene) Enhance Equipment (unarmed strike, warhammer, 7 other armors/weapons) Duration: 16 hours from opening scene) Darkvision (Duration: 20 hours from opening scene, from Zella) Staunch Resistance (Will, Reflex) (Duration: 160 minutes from night-time, applies to whole party) Cast Nature's Carapace (metal) and Resist Elements (fire, enhanced) (duration: 260 minutes from night time) Nature's Sense: Earth (Tremorsense 90 feet) (duration: 260 minutes from night time) blessing of the watch, hunter's blessing (+2 on , , , , and damage rolls made against humans. +2 on checks, , , and checks in urban areas), Blacksmith Maintenances: Clarifying and Quickening Reinforcements Blacksmith maintenances (+4 reflex and will saves), and Armor Maintenance (+4 armor, reduce ACP by 4) Defenses: AC: 48, FF: 36, Touch: 23, CMD: 39 (+2 per size category larger than me attacker is, +4 vs trip and +5 vs sunder) Cold/Elec/Acid Resistance 10, Fire Resist 36 and recover 1 HP for each damage prevented Fort: +17, Ref: +22, Will: +19, (all saves roll twice and take better) HP: 240 Immunities/other: Immune to disease, poison, age. 130' move, climb (including through air, or earth glide speed Skills: Acrobatics +42*, Climb +31*, Diplomacy +24, K. Engineering, local, and nature (+21), Perception +16 (+7 on traps, +2 bonus and auto-check to find unusual stonework or metalwork), Prof Blacksmith* +34, sense motive +24, Knowledge local +23, Stealth* +24 *Can take-10 even when rushed or threatened +5 insight bonus to skills when taking 10 Misc: Can make AoOs even when flat-footed. When suffering penalties to attack rolls, damage rolls, saving throws, skill checks, or ability checks, reduce the total penalty by 2, to a minimum penalty of -1.
  5. My Sundering of magic isn't actually a spheres of magic effect (it's from spheres of might), so it doesn't use my casting tradition. But fair point on the detect magic. Someone else in the party want to try true sight?
  6. Velras finishes bending a small piece of iron into a loop, the metal glowing red from the heat of his bare hands. He takes the loop and stares through it at the stairs. "Huh, I don't see any magic." Mechanics Statblock and Tracker 39/57 Spell points left Martial Focus: 2/2 Active Effects: The World, Swords, The Fool, Strength, and The Emperor (Duration: 16 hours from opening scene) Enhance Equipment (unarmed strike, warhammer, 7 other armors/weapons) Duration: 16 hours from opening scene) Darkvision (Duration: 20 hours from opening scene, from Zella) Staunch Resistance (Will, Reflex) (Duration: 160 minutes from night-time, applies to whole party) Cast Nature's Carapace (metal) and Resist Elements (fire, enhanced) (duration: 260 minutes from night time) Nature's Sense: Earth (Tremorsense 90 feet) (duration: 260 minutes from night time) blessing of the watch, hunter's blessing (+2 on , , , , and damage rolls made against humans. +2 on checks, , , and checks in urban areas), Blacksmith Maintenances: Clarifying and Quickening Reinforcements Blacksmith maintenances (+4 reflex and will saves), and Armor Maintenance (+4 armor, reduce ACP by 4) Defenses: AC: 48, FF: 36, Touch: 23, CMD: 39 (+2 per size category larger than me attacker is, +4 vs trip and +5 vs sunder) Cold/Elec/Acid Resistance 10, Fire Resist 36 and recover 1 HP for each damage prevented Fort: +17, Ref: +22, Will: +19, (all saves roll twice and take better) HP: 240 Immunities/other: Immune to disease, poison, age. 130' move, climb (including through air, or earth glide speed Skills: Acrobatics +42*, Climb +31*, Diplomacy +24, K. Engineering, local, and nature (+21), Perception +16 (+7 on traps, +2 bonus and auto-check to find unusual stonework or metalwork), Prof Blacksmith* +34, sense motive +24, Knowledge local +23, Stealth* +24 *Can take-10 even when rushed or threatened +5 insight bonus to skills when taking 10 Misc: Can make AoOs even when flat-footed. When suffering penalties to attack rolls, damage rolls, saving throws, skill checks, or ability checks, reduce the total penalty by 2, to a minimum penalty of -1.
  7. Oh yeah, I forgot I had that. Basically all of Velras' magic is doing forging, which is not quiet. Whoops.
  8. My Detect magic is free as long as I spend a minute to cast it, so let's see if that detects a magic aura. If it is, I can try to sunder it, which also doesn't take any resources besides an action. The only downside is that depending on Llyarden's interpretation, it probably makes as much noise as combat does, so it might alert any residents that we're here.
  9. Velras can't see through illusions, but he can detect magic. I'll try that first to see if I can find an illusion aura. Assuming it is, I can then sunder the illusion.
  10. Velras cocks his head, considering the strangeness. He mutters to himself, twisting himself around, looking at the stairs. "The intense focus of light but pointillism, into this juncture bits of light surround rough, inverted sky – The heavy mirage of dots, landscape locked" After a minute, he nods his head, he takes out his hammer. "Got it. A hard blow, right about ... there, would do it. If it's an illusion, the vibrations would counter the arcano-harmonic resonance. If it isn't an illusion, I'd just look silly." Velras hefts his hammer, considering his options. Mechanics I spend 1 minute to cast Divine, looking for magic auras on the staircase. That won't let me see through the illusion, but will let me see the illusionary aura if it exists. Taking 10 on K. Arcana is a 31 on the check to identify the school (includes bonus from The Fool) Statblock and Tracker 39/57 Spell points left Martial Focus: 2/2 Active Effects: The World, Swords, The Fool, Strength, and The Emperor (Duration: 16 hours from opening scene) Enhance Equipment (unarmed strike, warhammer, 7 other armors/weapons) Duration: 16 hours from opening scene) Darkvision (Duration: 20 hours from opening scene, from Zella) Staunch Resistance (Will, Reflex) (Duration: 160 minutes from night-time, applies to whole party) Cast Nature's Carapace (metal) and Resist Elements (fire, enhanced) (duration: 260 minutes from night time) Nature's Sense: Earth (Tremorsense 90 feet) (duration: 260 minutes from night time) blessing of the watch, hunter's blessing (+2 on , , , , and damage rolls made against humans. +2 on checks, , , and checks in urban areas), Blacksmith Maintenances: Clarifying and Quickening Reinforcements Blacksmith maintenances (+4 reflex and will saves), and Armor Maintenance (+4 armor, reduce ACP by 4) Defenses: AC: 48, FF: 36, Touch: 23, CMD: 39 (+2 per size category larger than me attacker is, +4 vs trip and +5 vs sunder) Cold/Elec/Acid Resistance 10, Fire Resist 36 and recover 1 HP for each damage prevented Fort: +17, Ref: +22, Will: +19, (all saves roll twice and take better) HP: 240 Immunities/other: Immune to disease, poison, age. 130' move, climb (including through air, or earth glide speed Skills: Acrobatics +42*, Climb +31*, Diplomacy +24, K. Engineering, local, and nature (+21), Perception +16 (+7 on traps, +2 bonus and auto-check to find unusual stonework or metalwork), Prof Blacksmith* +34, sense motive +24, Knowledge local +23, Stealth* +24 *Can take-10 even when rushed or threatened +5 insight bonus to skills when taking 10 Misc: Can make AoOs even when flat-footed. When suffering penalties to attack rolls, damage rolls, saving throws, skill checks, or ability checks, reduce the total penalty by 2, to a minimum penalty of -1.
  11. Saberfan: Thanks, glad you like the concept. It amused me, and equally important, I think it would be fun to play. Hmm, embraced by kindred is intriguing. Saberfan already let me just take full outsider anyways, so the feat would just grant me not needing to eat and not aging, which would help mechanically match what I'm going for. Have to figure out what I'd drop for it though.
  12. Vance want to take first pass at lock-picking? Velras can always do the "smash the door with a hammer" method of lockpicking otherwise. I actually have a decent skill at disable device, but it's not great and I forgot to buy lock picks.
  13. Posted something IC to try to trigger some movement.
  14. Velras grins. "All right, let's go!" With that, he slings his hammer over one shoulder, then with the other hand and legs, simply starts walking upwards through the air. Every now and then he reaches out with a foot, as if looking for a stable spot, although all the foot ever comes down on is empty air. Nonetheless, he seems to find some purchase and continues his rapid ascent. Assuming the others will follow behind him, Velras quickly hurries to the top of the building. Mechanics Using skyspider's Touch to climb on air, I can easily auto-hit the target with taking 10, which I can do even when rushed or hurried. Statblock and Tracker 39/57 Spell points left Martial Focus: 2/2 Active Effects: The World, Swords, The Fool, Strength, and The Emperor (Duration: 16 hours from opening scene) Enhance Equipment (unarmed strike, warhammer, 7 other armors/weapons) Duration: 16 hours from opening scene) Darkvision (Duration: 20 hours from opening scene, from Zella) Staunch Resistance (Will, Reflex) (Duration: 160 minutes from night-time, applies to whole party) Cast Nature's Carapace (metal) and Resist Elements (fire, enhanced) (duration: 260 minutes from night time) Nature's Sense: Earth (Tremorsense 90 feet) (duration: 260 minutes from night time) blessing of the watch, hunter's blessing (+2 on , , , , and damage rolls made against humans. +2 on checks, , , and checks in urban areas), Blacksmith Maintenances: Clarifying and Quickening Reinforcements Blacksmith maintenances (+4 reflex and will saves), and Armor Maintenance (+4 armor, reduce ACP by 4) Defenses: AC: 48, FF: 36, Touch: 23, CMD: 39 (+2 per size category larger than me attacker is, +4 vs trip and +5 vs sunder) Cold/Elec/Acid Resistance 10, Fire Resist 36 and recover 1 HP for each damage prevented Fort: +17, Ref: +22, Will: +19, (all saves roll twice and take better) HP: 240 Immunities/other: Immune to disease, poison, age. 130' move, climb (including through air, or earth glide speed Skills: Acrobatics +42*, Climb +31*, Diplomacy +24, K. Engineering, local, and nature (+21), Perception +16 (+7 on traps, +2 bonus and auto-check to find unusual stonework or metalwork), Prof Blacksmith* +34, sense motive +24, Knowledge local +23, Stealth* +24 *Can take-10 even when rushed or threatened +5 insight bonus to skills when taking 10 Misc: Can make AoOs even when flat-footed. When suffering penalties to attack rolls, damage rolls, saving throws, skill checks, or ability checks, reduce the total penalty by 2, to a minimum penalty of -1.
  15. That's not the case. You can't have the same sphere or talent picked twice, but there's nothing stopping both sides of the gestalt from picking different talents in the sniper sphere. So a Conscript//Scholar could take sniper with conscript, and then 'head shot' (a sniper talent) with one of their talents from the Scholar side. When fighting, they could use the sniper deadly shot and add the head shot snipe talent on top of it like normal. The only thing you can't do is take head shot twice, with both conscript and scholar, and then try to apply it twice. If two classes grant the same talent twice, the default spheres rule is to allow you to swap one for some other talent in the same sphere. So if both classes grant sniper, the second iteration allows you to take any other talent in the sniper sphere. Sometimes there may be specific limits, if so it will say so in the ability that granted that specific sphere/talent. But yes, it's all very cool and complex. I think what you'll find is even with the extra options, you still can't take "everything." Even an Incanter 9/Conscript 9 only has around 13 magic talents and 13 combat talents. That's hardly enough to "choose everything." Instead, you can probably master 1-2 spheres, be pretty good at 3-4, or have a smattering of 5+, either martial or magic. As for how to choose, I like to start with a concept, of who the character is, and then from that figure out what they should be able to do, and then from that look for spheres that let them do those things.
  16. Request for rulings: 1. The Improved Transformation feat says: I would like to take the Gift of Speech talent from Anthropomorphic Transformation, so that I can speak as a raven. This is mostly so that in my backstory my character could have emulated a raven familiar which can speak common. 2. Related, but the Transformation feat by default only allows one to transform into a small or medium creature. I would like to have my raven be Tiny. Normally that would require another talent because changing to a smaller than usual size is a significant bonus. However, I am already tiny by default, so it's not really a big difference. 3. Technically the race builder guide only has rules for outsiders with the [native] subtype. I would like to have the [extraplanar] and [devil] subtypes, to represent being an imp. 4. The Elemental Immunity ability is supposed to require an alignment to an elemental plane. I have alignment to hell, which is fire-aligned, but not an elemental plane. I selected it anyways to represent a devil's immunity to fire, and wanted to confirm that's ok.
  17. Hmm, your imp backstory makes me think that if we both get accepted, there could be some interesting combined backstory between Xak and Viscardi.
  18. Feats Gain 9 feats from level, and two from incanter bonus feats. Transformation - raven Improved Transformation – gain ability to talk in raven form Primal Blast Spellshock admixture (admixture) Favored Metamagic (empower spell) Empower Spell Additional Talent x2 Embraced by Kindred Counterspell Counterspell Mastery Traits: clever-wordplay (Diplomacy), Practiced Aim Combat Talents Gain 4 from combat tradition, and I'm taking one of my flexible talents from Symbiat as Combat Talents, for 6 total. Scout: Lurker (2) Sniper: Perfect Shot (2) Fencing (Drawback: Distracting): Expert Feint (1) Magic Talents Gain 2 base, 9 from incanter, 5 bonus from incanter, the remaining 8 symbiat talents as magical talents. I gain 9/6 of a talent from favored class bonus (currently rounds down to 1 talent). Operative grants the illusion and war base spheres. Incanter Specialization in Destruction grants the Destruction base sphere. 2 talents from additional talent feat. and 3 Illusion talents from the Operative Logistics ability. For a total of 33 talents. Destruction: Blast Salvo (blast shape), Chain Blast (blast shape), Energy Cloud (blast shape), Searing Blast, Blinding Blast, Living Crystal Blast, Stone Blast, Disintegrate, Admixture, Extended Range (range) (11) Nature (Drawback: Limited Nature: Tremor) (Earth), Additional Package (Fire) (1) Mana (Drawbacks: Conservationist, Incongruent): Arcanodynamics (amp) Initiate's Training (amp) Intelligent Interactions (amp), Mark of Instability (Expunge), Ignition (expunge), Manathief (expunge), Transfer (manipulation), Overpowering Expunge, Explosive Expunge (8) Illusion: Suppression, Illusionary Sound, Manipulate Aura, Complex Illusions (mass), Inspire Doubt, Mage Feint, Talented Trickster (8) War (Alternate Rally, Battle Manipulation, Solo Combatant): Eternal Vigilance, Empower (Rally), Favorable Momentum (1) Warp (personal warp): Quick Teleport (1) Divination (Limited Penetration, limited divination: divine) Detect Spellcaster, Dowsing, Witness the City, Cartographer's Divination (divine) (3) (#) denotes the total number of talents spent on that sphere, including the base sphere and showing net talents used after drawbacks are purchased. Magic Items 46,000 GP available (standard WBL for 9th level character) +2 Implement of Destruction (8000) +1 implement of Mana (2000) +1 implement of illusion (2000) Cloak of Resistance +2 (4000) Ring of Protection +1 (2000) Amulet of Natural Armor +1 (2000) Headband of Intelligence +4 (16000) 10,000 GP left to spend.
  19. Race - Imp Tiny (4 RP) (+2 dex, -2 str) Greater Paragon (+4 intelligence, -2 str, wis) (2 RP) Slow (-1 RP) Outsider (3 RP) Elemental Immunity (fire) (4 RP) Flight (average, 50 feet) (8 RP) stat base point buy cost total Strength 10 0 6 Dexterity 14 5 16 Constitution 14 5 14 Intelligence 17 13 27* Wisdom 14 5 12 Charisma 12 2 12 *includes +2 from level, +4 from racial, and +4 from magic item. Casting Tradition Infernal Arcane Magic Drawbacks: Innate Curse – Legalistic Mental Focus Somatic Casting x2 consciousness linked Boons: + 1/odd level (5 SPs/side) Metamagic Expert Class Abilities Incanter Specialization points Sphere Specialization (Destruction) (3 points) Bonus feats (2 points) Martial Tradition Custom Tradition - Deadly Killer. Gains the Scout sphere, the Sniper sphere, and one talent each from Scout and Sniper.
  20. Complete (Full name: Xakophanlaxius) If you call me a "familiar" one more time, I'll make you familiar with a fireball up your ass. Gender: Male Alignment: Neutral Race: Imp Age: old (>300 years, but he's lost track) Classes: Incanter 9 // Symbiat (Champion Symbiat, Operative) 9 Combat Role: Blaster, anti-magic counter. Concept: An imp who got bored of duping mages to hell and decided to set out on his own. Foul-mouthed and self-indulgent, but no longer evil. Transcript of "Xak's" Interview with the Realmwardens Realmwarden: So I understand you wish to join our organization. Xak: No, I'm just here wasting everyone's time because I've got nothing better to do with life. Realmwarden: ... Xak: Yes, of course I want to join. It looks fun, profitable, and a good challenge. RW: Ah, yes, I see. Well you do understand we don't have a lot of creatures that are literally incarnate sentient evil? We do have some minimal standards that we would expect you to follow. X: Blah blah, yeah yeah. Look, I spent countless centuries doing the mustache twirling evil thing. It's boring, and frankly, I've moved past that. I haven't killed someone just because they annoyed me in, let me think, at least 23 years. Yeah, that's it. Since I ganked that Jon dude, and I'd have let him go to if he'd have just stopped petting me like I was a pet cat or something. Anyways, I promise I'll follow the standards and expectations of the Guild, and unlike your other candidates, I am actually bound by my very nature to follow my promises. RW: Ok, well that's good to know. So uh, tell me about yourself. X: So I formed out of the primordial evil of Hell centuries ago, and was immediately handed a miniature trident and sent to a mortal apprentice infernomancer. You'd think they'd give a fellow a few days to figure things out, like how these wings I have work or whatnot. But no, straight to work. I'll have you know I flew into five trees in the first day. It was frankly undignified, and easily avoided. If I ran Hell, things would be different, yessiree. Anyways, I spent centuries acting as a familiar. I served mortal wizards, priests, warlocks, sorcerers, you name it. And I was good, and by that I mean excellent, not alignment, ah bah. Anyways, I seduced five neutral mortals to evil and helped guide three more to extensive conquests of the local material plane. Counting spillover effects from those mortals, I estimate I had a KPI of over 45% above the expectation value. RW: Uh, KPI? X: "Killed, Possessed, or Incinerated." a really important metric for us devils. "Incinerated" in this case means damned to hell. Don't know why they use that, some reference to a different prime plane I think. Anyways, not important. So here I am a superlative performer, and it's promotion time. Some lucky Imp is going to get promoted to something important. I'm expecting to be a contract devil at least. Have a team under me, don't have to spend all my time bowing and scraping to some scrawny mortal who wants to have his pimples removed so the girl will like him. But what do my bosses do? They promote Viv. Viv??!! That moron was assigned Vurxon the Horrible, and managed to bungle it so badly that he became Saint Vurxon the Holy! How do you mess that up? And they promote him, and tell me that "I'm doing such a good job, they can't afford to lose me." Would you just stand for that? RW: Uh... X: It was a rhetorical question. Of course you wouldn't. Bureaucracy. I mean, you expect it from Hell, but isn't the point of being evil to get what you want? Here I was, being evil, and anytime some mortal mage wanted to be "bad" and have an evil familiar, I got to spend the next two decades of my life being kicked around or ignored. What's the fun in that? And it's not like I could take pleasure in the value of my cause. I mean, our side is Evil. It says so right in the name, hard to argue that we're on the right side there. My last wizard, Allomar, he was a decent guy. He just wanted to summon a bird, and we pulled some tricks and got me there instead, in raven form of course. I did my thing, convincing him to seek power and personal glory, but I felt kinda bad. He was just a kid who wanted to learn magic to help protect his dinky backwater town and marry his crush. I was the one who convinced him to learn bigger and flashier spells, all to "better protect his loved ones." Then when raiders attacked, his big flashy spells caused some "collateral damage." It should have been a jumping off point, convincing him to cast off morality in favor of power. But his crush was one of the dead, and I just felt so bad for him I didn't say anything. [X paused here, strong emotions clear on his face.] X: Maybe I should have. I don't know. The bloke hanged himself, and rather than returning to Hell like I was supposed to, I just left. Wandered around through the mortal plane. Got totally wasted - it turns out imps can get drunk by the way, and while we have a decent tolerance for our size, human-sized drinks are still way too much. Anyway, I indulged in any and every kind of vice I could, but it all got boring. I kept thinking of that poor kid. RW: So what then? X: So then I decided I needed to stop being a pathetic pansy, slapped myself a few times, got laid, and then looked for a job. I had already heard of you guys, and it sounded fun. See the worlds, solve mysteries, learn new magics, and fry obnoxious assholes, what's not to like? So here I am. RW: So here you are. Backstory - TL;dr version Xak comes from a fairly standard high-fantasy world. Most the inhabitants have little idea of the multiverse, simply calling it "The world." Xak calls its "that mudball." In his world, Hell and Heaven compete for souls, and he was assigned by the lords of Hell to be a familiar to multiple wizards, with the goal of seducing them to evil and once they were evil, encouraging and assisting them in furthering Hell's plans. After years of doing this, he became disillusioned, partially because he felt that he was unappreciated, partially because he wanted to indulge in his own pleasures, and partially because he began to grow a somewhat meager, but still existent conscious. When his last wizard died, he left to become a free-lance mage for hire in the Realmwardens. Appearance Fiendish wings and a whipping scorpion-like tail lash behind this diminutive, red-skinned creature. He has devilish horns, and is dressed in a snappy, well-fitted modern style suit. He is rarely seen without his trademark cigars. Personality Sarcastic, obnoxious, and rude. He has little tolerance for bullshit or nonsense from others. He likes to smoke, eat good food, wear fancy clothes, and flirt with pretty mortals. Deep down, Xak has a good heart, but he does his best to cover it with bluster and wisecracks. Statblock Imp (custom) Incanter // Symbiat (Champion, Operative) Neutral HP 90 / 90 Speed ft Init 3 AC 27 Fort 7 Ref 11 Will 9 CMB +7 BAB 6 Str 6 (-2) Dex 16 (3) Con 14 (2) Wis 12 (1) Int 27 (8) Cha 12 (1). Spell points: 44/44
  21. Velras recasts his magic, forging new tokens to replace the old, expended ones. He shivers slightly as Zella casts her dark-sight magic on him. "Interesting magic. Tastes like licorice ice-pops." He comments. "I don't think we decided on an entrance strategy. I say let us fly up and enter from the top." Mechanics Recasting the shorter duration spells, takes 4 spell points. Also casting Nature's Sight: Earth for extended range tremorsense. Statblock and Tracker 39/57 Spell points left Martial Focus: 2/2 Active Effects: The World, Swords, The Fool, Strength, and The Emperor (Duration: 16 hours from opening scene) Enhance Equipment (unarmed strike, warhammer, 7 other armors/weapons) Duration: 16 hours from opening scene) Darkvision (Duration: 20 hours from opening scene, from Zella) Staunch Resistance (Will, Reflex) (Duration: 160 minutes from night-time, applies to whole party) Cast Nature's Carapace (metal) and Resist Elements (fire, enhanced) (duration: 260 minutes from night time) Nature's Sense: Earth (Tremorsense 90 feet) (duration: 260 minutes from night time) blessing of the watch, hunter's blessing (+2 on , , , , and damage rolls made against humans. +2 on checks, , , and checks in urban areas), Blacksmith Maintenances: Clarifying and Quickening Reinforcements Blacksmith maintenances (+4 reflex and will saves), and Armor Maintenance (+4 armor, reduce ACP by 4) Defenses: AC: 48, FF: 36, Touch: 23, CMD: 39 (+2 per size category larger than me attacker is, +4 vs trip and +5 vs sunder) Cold/Elec/Acid Resistance 10, Fire Resist 36 and recover 1 HP for each damage prevented Fort: +17, Ref: +22, Will: +19, (all saves roll twice and take better) HP: 240 Immunities/other: Immune to disease, poison, age. 130' move, climb (including through air, or earth glide speed Skills: Acrobatics +42*, Climb +31*, Diplomacy +24, K. Engineering, local, and nature (+21), Perception +16 (+7 on traps, +2 bonus and auto-check to find unusual stonework or metalwork), Prof Blacksmith* +34, sense motive +24, Knowledge local +23, Stealth* +24 *Can take-10 even when rushed or threatened +5 insight bonus to skills when taking 10 Misc: Can make AoOs even when flat-footed. When suffering penalties to attack rolls, damage rolls, saving throws, skill checks, or ability checks, reduce the total penalty by 2, to a minimum penalty of -1.
  22. Velras as permanent abilities has stonecunning (as the dwarf ability), and tremorsense 20 feet. With the expenditure of resources, he can gain: Air: Cloudsight (range 75 feet), see through fog, mist, and smoke, and no concealment against creatures that are flying or have the air subtype. Earth: Tremorsense (90 feet), no concealment vs creatures that are underground or have the earth subtype. Fire: Firesight (90 feet), see through flames, lava, and smoke, no concealment vs creatures on fire or fire subtype. Metal: Scent (90 feet) only vs metal creatures or creatures wearing metal. No concealment vs metal or ferrous creatures. Water: Tremorsense (75 feet) in water, no concealment vs creatures underwater or with water subtype.
  23. Agreed, the spell points isn't a big deal, let's just time skip. Velras would appreciate darkvision. It's not essential, since he has tremorsense, but it will help against flying creatures to have it.
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