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Forums of the Coast • Character Discussions - Page 2
Page 2 of 4

Re: Character Discussions

Posted: Thu Jun 02, 2011 1:50 pm
by Zanaikin
updated old curses, in case you're still planning to use them:

Dave:
Curse: Soul Fragment
Description: A youkai soul fragment is insert into your body to enhance your magical abilities. However, your character develops DID (Dissociative Identity Disorder) and gains a second identity which is obedient to the wishes of the youkai who granted you power. Although you were not originally aware of this, you eventually began to realize that another self was taking actions for you, actions which obviously holds little if any regard for morals. You retain the main personality of this body, and your other self is limited to roughly 1 hour per day, but he also seems to be able to bank time (up to 24 hours) by staying dormant for long periods of time. The switch can happen whenever you're either asleep, unconscious, or in a state of shock.
Benefits: You may cast sorcerer spells as if you were a sorcerer of half your character level. Furthermore, although you do not have access to the arcane knowledge of your other self, his memories seems to subconsciously help you, granting a +2 insight bonus to Knowledge[Arcana], Knowledge[History], and Spellcraft; these bonuses increase to +4 if you have 10 or more ranks in the skill.



Judson:
Curse: Rasetsu's Curse
Description: You are enhanced by hellish powers often associated with the Oni, as well as with true demons to a lesser extent. While normally dormant, this power comes into effect whenever you will it to, whenever you're dealt a direct hit, and occasionally for no reason at all. Upon activating, your hair turns completely white and your eyes glow in a reddish color, while your body enters a magically-enhanced state of improved physical prowess. The curse can be detected as an evil curse-type spell effect, even while it's dormant.
Benefits: Whenever this power is active, you receive a +4 enhancement bonus to Strength and Dexterity; you also gain Regeneration 1 (Magic) and immunity to bleeding effects. You may also recover HP or ability damage by draining life directly from the blood of another humanoid creature; you must pin the target first and for each round you maintain you may deal 1 Constitution damage to heal either 1HP/2CharLvls or 1 point of ability damage.
Consequences: You take 1 Wisdom damage for every 1 minute increment you remain in this form, with a minimum of 1 even if you do not use this ability that day. Furthermore, you cannot receive natural healing (to recover ability damage, as you may use the regeneration to recover HP damage) unless you have drained fresh blood in the same day.



Drew:
Curse: Blackheart Curse
Description: A black tumor grows near your heart, turning the skin around it black and scabrous. The tumor throbs with pain and pushes against other internal organs whenever you perform a good task, while it injects pleasurable hormones into you when committing evil actions.
Benefits: You receive a +1 morale bonus to all checks whenever you are in the midst of performing an irredeemable evil deed (e.g. slaying innocents and surrendering soldiers, plunder or sabotaging life-or-death supplies); this bonus increases to +2 morale whenever you watch the agonizing reactions to evil deeds you have committed.
Consequences: You receive a -4 penalty to all checks for either 1d6 rounds or 1d6 minutes whenever you perform a good deed for no personal ambition; this is a pain effect and the duration is determined by the GM, accounting for the magnitude of the action performed.
Special: The Blackheart Curse is contagious; whenever you cast a spell of the Transmutation school or Healing descriptor on another creature by touch, they must make a Fortitude (DC20) check or contract the curse. The curse may also be passed by any forms of direct skin contact, although the less intimate the contact is the lower the chances are of spreading it (i.e. just shaking someone's hand formally has almost no chance of spreading it).

Title: The Blackheart [Character Specific: Katsurou]
Bonus - Without Mercy (Ex): You may make a demoralize attempt as a swift action after violently killing an enemy, or as a free action if you may already demoralize as a swift action. If the foe you just killed was suffering from a debilitating condition, then you receive a +8 circumstantial bonus to intimidate instead of the normal +4 for demoralizing after slaying an enemy; contrarily, you may forgo the +8 bonus to either demoralize three enemies at once or triple the radius of an area demoralize attempt.

Re: Character Discussions

Posted: Sat Jun 04, 2011 12:49 pm
by Zanaikin
Judson introduced me to this, might want to check it out if you haven't:

http://www.d20pfsrd.com/

contains feats/classes/archtypes for Pathfinder supplementary books also... (like all the pathfinder campanion books we're too lazy to get)

Re: Character Discussions

Posted: Sat Jun 04, 2011 3:15 pm
by Mr_Praetorian
omghellknight...

Re: Character Discussions

Posted: Wed Jun 08, 2011 9:05 pm
by Zanaikin
reminder that your character rebuild crunch and backstory skeleton (if you're remaking) is due on Friday night~
I will start up PBP this weekend :D

Re: Character Discussions

Posted: Wed Jun 08, 2011 9:34 pm
by Sajuuk
Notification that I am busier than normal this weekend due to the combination of the fact that I am the only member of the IT staff in both days and the fact that my folks are in town.

Re: Character Discussions

Posted: Mon Oct 17, 2011 1:01 pm
by Squall255
Note: I am considering joining this game. Looking into a Shield Bash Specialist Magus, unless is available.

Re: Character Discussions

Posted: Mon Oct 17, 2011 10:59 pm
by Zanaikin

Re: Character Discussions

Posted: Mon Oct 17, 2011 11:08 pm
by Zanaikin
and honestly, I'm wondering if Death Ray / Tesla Bolt damage needs nerfing. Because it deals equivalent damage to an Alchemist bomb, but without point expenditures... it should be more like the Sorc/Wiz lvl1 abilities which deal 3d6+1/2 class level damage..

Re: Character Discussions

Posted: Mon Oct 17, 2011 11:23 pm
by Squall255
I"d have said either +1/2 class or +Int, and I'd be fine with that I think. The flat + would help offset the DR reduction so that a Hit would actually do damage. Maybe have it so that I could spend a point to up the damage? so it's 3d6+X and I can expend a point to double it, or something.

Re: Character Discussions

Posted: Tue Oct 18, 2011 2:19 am
by Laharl
So, would you say that you solve problems? Not problems like "What is beauty?" because that would fall under the purview of your conundrums of philosophy, but practical problems, like how do you stop some mother-hubbard from tearing you a structurally superfluous new behind.

Re: Character Discussions

Posted: Tue Oct 18, 2011 5:10 am
by Sajuuk
He wears armor and sits in a tank. Last I checked, we hadn't come across any panzerfausts or panzerschrecks yet.

Re: Character Discussions

Posted: Tue Oct 18, 2011 5:31 am
by TheDude51
A tank huh? Is this going to be another of those amazing technological marvels that the genius inventor can inexplicably only produce one of at a time?

Re: Character Discussions

Posted: Tue Oct 18, 2011 2:07 pm
by Sajuuk
Ooooh, I sense venom in that statement directed at my spagyric devices. Look Judson, if you want me to grab the discovery that lets other people use my devices, say so.

As for the tank, its actually his companion. So no, he can't make more (according to the way the rules are written). Its an intelligent tank! Hopefully not possessed by the spirit of a cat like in Those Who Hunt Elves.

Re: Character Discussions

Posted: Tue Oct 18, 2011 2:11 pm
by Squall255
Yes I can only produce one tank, I guess it's inteligent, although it is mindless so IDK how that works exactly. It has a Howdah (1 medium creature can ride inside it without suffering riding penalties and gaining soft cover) It also has the Mount function (Howdah doesn't say it replaces Mount) so I believe that one other person can hang on to the outside. If it helps I can craft Siege Weaponry even if I'm not the best at using it.

And Dave: those are exactly the problems that I solve.

Re: Character Discussions

Posted: Tue Oct 18, 2011 9:48 pm
by Zanaikin
Updated Engineer alterations. Moved 3rd level spell emulation to lvl14 (as part of Improved Jury-Rig). Also increased spell emulation cost to 1 + spell level in artifice points, otherwise it would be able to spontaneously emulate lvl1 spells for the same cost as the upgraded weird science function. The artifice points make it real expensive to use, but the ability to pull out even the most situational-specific utility spell on the fly is quite powerful.

Added Reliable Functions as a feat option.

Suggest you grab the Repair function; because repairing the clockwork companion will be quite troublesome, especially since it's large=> lower AC and high HP.