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Koumei
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Post by Koumei »

Yeah, they seem fine. That one + Juggernaut is +8, and Kynn doesn't add another +4 onto that (thought he boosts Strength), so it puts you into the area of "quite good" but not "automatically win every encounter that isn't grappleproof".
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radthemad4
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Post by radthemad4 »

Ah, cool. When are you planning on starting btw?
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Post by Koumei »

Not sure yet - first is getting people's characters together, then deciding on a specific day, whichever suits most people. But I'd like to start within a week or two.
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Maxus
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Post by Maxus »

Curiosity: What's a Hellspear?
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
Koumei
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Post by Koumei »

Hellspear and Hellfire Crossbow are both in the Fiendish Codex, listed as equipment carried by Orthons.

Hellspear: Exotic Cold Iron Reach weapon, usually sized for a Large creature (2d6 damage), can hit adjacent creatures like every fucking Fiend reach weapona spiked chain. 20/x3 Critical.

Hellfire Crossbow: only Devils can use it because fuck you. It's a Move-Eq Action to fire it, with an RTA out to 400' (no range increments). 2d6 Untyped damage, 19-20/x2 Critical.
Count Arioch the 28th wrote:There is NOTHING better than lesbians. Lesbians make everything better.
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Maxus
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Post by Maxus »

Scipius Terrenus Necabos (Skip, for short)
Samurai (Hrove)

Scipius is a hand under six feet tall, but heavy-shouldered with solid legs and thick arms. His hair used to be black, now it's wispy white after Hrove got a piece of his soul (in general he's gotten a couple shades paler after the Gelugon's deal came through). He's not the most prepossessing-looking guy, but carries an enormous axe with spirals engraved on the head, and wears crazily-detailed armor and a mask.

Before the transformation, he wasn't really excitable, now he's downright unhurried.
10 HP
20 feet move speed
Initiative: +3
BAB: +1
Attack: +5
Damage: 1d12+5
AC: 20 (Touch 13, Flat-footed 17)
Saves: +2/+3/+4 (+8 against mind-affecting)
Cold Resistance 1

Skills: 5 per level
Sense Motive: 6, Survival (Max ranks, always): 8, Tumble 7, K (Planes) 5, Craft (Alchemy) 5

Feat:
Overwhelming presence:
Benefit: Stare Down: If you make eye contact with someone, as a standard action you can project your confidence in your own might. The target rolls d20 + BAB vs a DC of 10 + 1/2 level + 1/2 your BAB or be shaken for 1d4 rounds.

This is a [Mind-Affecting] [Fear] Effect, and you can't hide or sneak when doing this. Once a target has saved against this, they are immune to it for 24 hours. If a target fails successive saves, the effect does not intensify, the duration of the effects are just renewed.

+1: Being so scary yourself, you get a +3 insight to resist being intimidated and, if you successfully resist, can use Stare Down as a free action. Also, by taking a full-round action, you can make Stare Down inflict Fear, as per the spell, when the target fails the check.

Gear:
+1 Ancestral Weapon Greataxe (Ghost touch)

Major Item: Spiked Kyton Regeneration Breastplate.

Chalk, paper, ink, flint and tinder, rope, mask, boots, socks, rations. A pack. Deck of cards.

Str 17
Dex 16
Con 14
Int 12
Wis 15
Cha 7
Last edited by Maxus on Tue Jun 17, 2014 3:27 am, edited 5 times in total.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
radthemad4
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Post by radthemad4 »

I'll chime in too. I'd appreciate advice on optimization.

Lars enjoys combat tremendously, but he tries to avoid killing as much as possible. He and his maniacal bloodthirsty magic belt are vitriolic best buds as a result.
Lars Loghain
Monk (Kynn)


HP: 10 (Max(1d8): 8 + Con 2)
Move speed: 60 (Base 30 + fighting style 30)
Initiative: 1 (Dex 1)
BAB: +1
Attack: 6 (BAB 1 + STR 5)
Grapple: 14 (BAB 1 + STR 5 + Scorpion Claws 4 + Fighting Style 4)
Reach: 10 (Fighting Style)

AC & Touch AC: 17 (10 + Wis 3 + Monk 4)
FF: 10
DR: 10/ Adamantine (Barbazu Belt)

Saves:
Fort: 4 (Base 2 + Con 2)
Ref: 5 (Base 2 + Wis 3)
Will: 5 (Base 2 + Wis 3)

Skills (5 per level):
Jump: 9 (21) (ranks 4 + STR 5 (+ 12 when from extra 30 ft move speed))
Climb: 13 (jump ranks 4 + STR 5 + Kynn 2 + Kit 2)
Swim: 9 (jump ranks 4 + STR 5)

Spot: 9 (ranks 4 + WIS 3 + Kynn 2)
Listen: 7 (ranks 4 +WIS 3)

Ride: 5 (ranks 4 + DEX 1)
Tumble 5 (ride ranks 4 + DEX 1)
Balance 5 (ride ranks 4 + DEX 1)

Handle Animal: 2 (ranks 4 + CHA -2)
Knowledge Nature: 5 (Handle Animal ranks + INT 1)

Use Rope: 5 (ranks 4 + DEX 1)
Escape Artist: 5 (Use rope ranks 4 + DEX 1)

Background:

Raised by Owlbears: Can talk to magical beasts and animals.

Feat:

Foe wielder
You like to club people. With other people.
Benefit: You are considered proficient with living creatures (including constructs and undead), and gain a +2 bonus on attack and damage rolls when using them as weapons. Damage is 2d6 for a Medium creature, and you add their natural armour bonus (or armour bonus if worn, whichever is greater) to the damage.
BAB:
+1 Your reach extends by five feet per size category beyond Medium that the wielded creature is. Additionally, you may elect for the wielded creature to take damage equal to that dealt to the target.

Fighting Style:
+30 Insight movement speed
One size larger for the purposes of reach, trips, grapple attempts, disarms, and bull rush attempts.

Gear:

224.1 lbs of stuff, Max Medium load 266 lbs for 20 STR

Barbazu Belt: Enhancement bonus to STR, Elemental Command of Earth

This provides Tremorsense to 60' and DR10/Adamantine. The user can use Meld into Stone, Soften Earth and Stone and Wall of Stone as a standard action at-will.

Other Stuff:

Scorpion Claws: +4 to grapple, but no proficiency yet (It's Hot Outside)
Other stuff: https://www.dropbox.com/s/l1o68ac50t9xl6f/stuff.xlsx
Leftover Gold: 50 GP

Ability Scores:
Str 20 (Roll 17 + Kynn 2 + Enhancement bonus 1)
Dex 12
Con 14
Int 13
Wis 16
Cha 7
Last edited by radthemad4 on Wed Jun 18, 2014 8:09 pm, edited 14 times in total.
Koumei
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Post by Koumei »

Remember that grabbing someone requires a touch attack before you make the grapple check, and the touch attack will suffer the -4 penalty for not being proficient. On the other hand, it's a touch attack, so whatevs.
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Maxus
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Post by Maxus »

Don't forget your enhancement bonus to strength rounds up. So your monk has 20 Strength there.
Last edited by Maxus on Wed Jun 04, 2014 6:15 am, edited 1 time in total.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Dean
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Post by Dean »

radthemad4 wrote:deanruel87 made some extra fighting styles for the Tome Monk.
That was my first post ever on these forums. I use lots of exclamation points and am very excitable and I talk like -this- a -lot-. Adorable.
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Post by radthemad4 »

Koumei wrote:Remember that grabbing someone requires a touch attack before you make the grapple check, and the touch attack will suffer the -4 penalty for not being proficient. On the other hand, it's a touch attack, so whatevs.
In Tome, you get proficiency in a weapon for using it for an entire level right? I'm cool with a -4 for now. I'm still proficient with lifted enemies if I manage it even once. What about wielding allies? The feat does say I may choose to inflict damage to a wielded person, so I can choose not to for a wielded ally if any group of enemies is too ungrappleable, or maybe use the corpse of the first one to die.
Maxus wrote:Don't forget your enhancement bonus to strength rounds up. So your monk has 20 Strength there.
Thanks, fixed. I'm considering dipping Soulborn later on for another rounded up 1/3 per level to Strength, Large size and a weapon against the incorporeal.
deanruel87 wrote:
radthemad4 wrote:deanruel87 made some extra fighting styles for the Tome Monk.
That was my first post ever on these forums. I use lots of exclamation points and am very excitable and I talk like -this- a -lot-. Adorable.
I think I used to use a lot of smilies when I first started posting. I've tried to cut down a bit. A hell of a first post though :thumb:.
Magical Warrior wrote:Craft of the Warrior: Every warrior has their own suite of powers which draw on their history. When a character takes levels in Magical Warrior, they choose one class for levels of which to stack with levels of Magical Warrior for advancing specific features, chosen from below:
Other: Generally speaking, a class with full casting has their casting advanced by levels in Magical Warrior. Classes which do not have full casting have their one or two most key features advanced.
How would you advance Spherelock, Soulborn and Mage?
Last edited by radthemad4 on Wed Jun 04, 2014 9:08 pm, edited 1 time in total.
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Maxus
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Post by Maxus »

You can't do that with the Soulborn, they're both enhancement bonuses. Don't stack.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
radthemad4
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Post by radthemad4 »

Still possibly worth it for Large Size. I could pick a different stat though, or maybe boost saves or something.
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Maxus
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Post by Maxus »

Well, could use a feat at level 6 to get true Large Size. Strength, con, natural armor boost, all that.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
radthemad4
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Post by radthemad4 »

Would the two stack? The Soulborn thing is sort of a permanent enlarge person spell, whereas the Feat increases your actual Size.
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Maxus
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Post by Maxus »

No. But the feat DOES give a lot bigger boost. At the cost of making you permanently having to duck to get through doors.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
radthemad4
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Post by radthemad4 »

The soulborn dip probably isn't worth it if the size increases don't stack. Why don't they stack though?

Does the feat follow this? That would give me +8 Str, -2 Dex, +4 Con, +2 Natural Armor and -1 AC/Attack.
Last edited by radthemad4 on Thu Jun 05, 2014 5:45 am, edited 1 time in total.
Koumei
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Post by Koumei »

What Maxus said. Anyway...
radthemad4 wrote:In Tome, you get proficiency in a weapon for using it for an entire level right?
Correct, and yeah, once you have actually lifted the enemy/ally, you no longer worry about the -4 penalty. And you can choose not to damage them, yeah.
How would you advance Spherelock, Soulborn and Mage?
Mage: you can choose to either advance "gaining new Mage Spheres" (at the usual rate of 1/3 levels), or "gaining the other Misc. spell-likes". Depending on which you value more. So probably Spheres.

Soulborn: gaining new Soulmelds, and the Soulmeld Tiers, would scale. Maybe Chakras too, but not the Smiting and other stuff. It might still be too good if Chakras also scale, I'll see.

Spherelock: new Spheres gained at the normal rate.

Needless to say, having a level or two of each doesn't mean all three scale with the PrCl in the same way that a Cleric 2/Druid 1/Spookyspook 4 doesn't cast as Cleric 5/Druid 4.
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Post by radthemad4 »

Koumei wrote:Needless to say, having a level or two of each doesn't mean all three scale with the PrCl in the same way that a Cleric 2/Druid 1/Spookyspook 4 doesn't cast as Cleric 5/Druid 4.
Not simultaneously, but, would taking this allow Cleric 6/Druid 1 OR Cleric 2/Druid 5 depending on what persona used, with a transformation to switch between the two?
Feat: Versatile Magical Warrior [General]
"I'm going to change!"
The Magical Warrior has a number of personas, choosing the one to assume as fits the situation.
Prerequisite: Craft of the Warrior
Benefit: You may choose a number of Classes equal to your Charisma Modifier to stack with your Magical Warrior levels for benefits, as well as a number of weapons and armours with which you are proficient for your regalia to mimic equal to the same. Each class,weapon and armour form a specific persona. You may only benefit from one persona at a time, and each time you wish to change your persona, you must Transform.
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Maxus
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Post by Maxus »

radthemad4 wrote:The soulborn dip probably isn't worth it if the size increases don't stack. Why don't they stack though?

Does the feat follow this? That would give me +8 Str, -2 Dex, +4 Con, +2 Natural Armor and -1 AC/Attack.
They don't stack because Enlarge person's restrictions, I do believe. And yeah, that's the increases you'd get.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Post by radthemad4 »

Maxus wrote:They don't stack because Enlarge person's restrictions, I do believe.
The Large Size feat doesn't seem to be a magical effect, as it grants the bonuses that monsters get from advancing HD from natural growth.
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Maxus
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Post by Maxus »

Huh. That turned up in my memory "as multiple effects"

I stand corrected, then. RAW, anyway. Up to Koumei there.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
Koumei
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Post by Koumei »

I'm okay with people being able to turn Huge when they want. I'd ask people not to rock Huge around as a permanent thing though, because "fitting in houses and tunnels".
radthemad4 wrote:Not simultaneously, but, would taking this allow Cleric 6/Druid 1 OR Cleric 2/Druid 5 depending on what persona used, with a transformation to switch between the two?
I don't like that feat, "take 1 level each of a bunch of classes then increase all of them" seems a bit overkill and dumb. I'd suggest picking one thing and sticking to it, possibly just with a little branching in one other thing.
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Post by radthemad4 »

Koumei wrote:I'm okay with people being able to turn Huge when they want. I'd ask people not to rock Huge around as a permanent thing though, because "fitting in houses and tunnels".
Soulborn's soulmelds are switchable as a swift action so I can turn it off. Also, I get two at first level, so I could make the other one a 'shrink person' if I'd need to walk around as a medium character after picking the Large feat at level 6.
Koumei wrote:I don't like that feat, "take 1 level each of a bunch of classes then increase all of them" seems a bit overkill and dumb. I'd suggest picking one thing and sticking to it, possibly just with a little branching in one other thing.
Lol, yeah. Mage/Spherelock/Magical Warrior for 'All Teh Shperes!!!!!' is a bit much as those scale perfectly fine with character level.
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Post by Koumei »

So I have one completed character so far, and another that's mostly done. If two others could get character sheets completed, that'd be swell, as we can then work out the ideal day to play. If this folds before it starts because half the people to show interest drop out this early, I will put "(their names) eat badger dicks" in my sig for a year and a day.
Count Arioch the 28th wrote:There is NOTHING better than lesbians. Lesbians make everything better.
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