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Messages - Brightside

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Gaming Discussion / Pathfinder Psionics and Sharks
« on: October 29, 2014, 06:12:21 PM »
I'm about to start a high seas pathfinder campaign and am looking into the Shark Incarnate prestige class for Psychic Warrior. Only problem is this is so obscure I have no idea what to think of it; anyone have any experience with Shark-Fighters here or have advice for an aspiring shark dude?

If nothing else gets accomplished with this post, I can humor you by sharing that the character is going to be a half-giant shark person... basically gonna end up like Jaws from 007. It'll be super fun. Probably.

I don't really get psionics yet...

Legend Mechanics & Balance / Vigilante Cocoon?
« on: April 11, 2014, 10:48:22 AM »
Vigilante's 3rd Circle - Signature Ride
"This is a special mount that will allow no rider other than you... It has a movement speed 15 ft greater than yours, the Fly movement mode, and a space equal in size and shape to your own... and it may benefit from magic items that apply to mounts"
(Emphasis was placed by me, not the book)


Mechanized Armor [Mount] - Benefit: Your mount is heavily armored, which prevents creatures from boarding, and blocks line of effect between its passengers and all other creatures...


An impenetrable cocoon? Useful if you have fast healing, but aside from that it makes you a Vigilante shaped soccer ball.

could be useful, thoughts?

Legend Mechanics & Balance / Blood thirst and Vigor
« on: April 11, 2014, 10:32:04 AM »
Hey all, just thought I'd share something a little awesome I found out. Correct me if it's wrong, but in practice it's really helpful.
I've got a character who's a Vampire, and invested in Blood Thirst as a racial feat and has Vigor trained with at least 13 ranks in it. He's also [small] so that's a blast.

After a certain number of ranks in vigor, you add 5 to all healing abilities other than [fast healing], which the Vampire Bite counts as with it's 1/2 damage dealt capping at KOM. I'm reading that as KOM + 5 if you get enough damage in, so that's a fair  bit of healing if you roll well.

However, throw in Blood Thirst, which gives you temp HP equal to what you heal with Vampire Bite, and you've got a surprisingly sustainable fighter. You take some damage, bite them to heal it back, but then also gain a sort of over-shield with your temp HP and each attack adds to the temp HP while healing your actual health. Yeah?

Also on the same character, if you took Justice, Blind as an Iconic feat, would the Ancient Reliquary give you some sort of eyesight back or what? My GM insists that it doesn't because you become "irrevocably" blind by taking that feat, but you know how the GM is always right. I'm not seeing it his way since the hand isn't you, but we're compromising on extending [Tremorsense] from the hand. What do you guys think?

Legend Academy / Re: Team GOLDN OOC
« on: December 15, 2013, 11:35:21 PM »
Dropouts...?   :(

I know someone who might be very eager to take their place, or if other teams are having this problem, Pair the Spares?

Legend Academy / Re: Team GOLDN OOC
« on: December 10, 2013, 08:54:09 PM »
Yup, looks like it's just us.


Legend Academy / Re: Team GOLDN OOC
« on: December 05, 2013, 09:08:35 PM »
Ohmy's Initiative
Rolled 1d20+3 : 17 + 3, total 20

Legend Academy / Re: Team GOLDN IC
« on: December 05, 2013, 12:24:49 AM »
"hey Nate, you've got that knowing circle thing... think that it knows what [Fear] is?"

Legend Academy / Re: Team GOLDN OOC
« on: December 03, 2013, 11:15:15 PM »
Just so you know what the hell I'm trying to convey; Ohmy's natural weapon from Battleforged is his hand, and it has the Variable enchantment. It's currently set to [Brutal 2, Throwing].
He also has his other, regular typed weapon drawn, which is a wacky mix of passives [Guardian, Scything, Deft] attached to his shield (simply fluff in being attached). Both of the weapons also have [Reach] and [Magnum] from Abandoned Arsenal.

Anyway, wanna take this thing, or haul ass?

Legend Academy / Re: Team GOLDN IC
« on: December 03, 2013, 11:06:51 PM »
Ohmy gulps and stows his rune-covered glove, revealing the strange shadowy likeness of a hand beneath. The hand twitches about erratically before bending to Ohmy's will and turning into a large dark cleaver attached to a chain.

He scrapes the natural weapon against his shield's arm-blade and raises the weapons toward the creature, doing his best to give the impression that if it gets closer to the team, he isn't afraid to use them.

"If this is part of the test, I sure hope it's a group project... think we can take it?"

Legend Academy / Re: Team GOLDN IC
« on: November 21, 2013, 11:58:36 PM »
"Neat!" Ohmy says as he picks up the wristband. He slips it over his right wrist and looks at the portal anomaly down the way. He back down at the wristband... could they possibly be related? He ponders aloud.

(Untrained Arcana check on the hallway/wristband)
Rolled 1d20+1 : 7 + 1, total 8

Legend Homebrew / Re: Wormholer - A sort of Portal Gun track
« on: November 15, 2013, 06:03:29 AM »
my  main issue is that it gets 1 schtick at level 1, and then minor boosts to it. Contrast mechanus savant. It has one basic think it does, the assemlage, but they get radically new abilities to work with it. most of the utility is gained by 1st circle, and while later abilities expand it a bit, the track doesn't really do enough to make it worth a track to be doing it, nor offer enough other things to flesh it out.

I've thought from the beginning that the concept of the portal gun (or whatever you want to call it) is, in the Legend paradigm, best encapsulated by a feat chain. I could also see it as an item or two. But it'd be tricky to really fill seven circles with it. So I'm with Mystify on this one.

Yeah, I've gotta agree also, the idea is neat, but I ran out of steam for good abilities at about 4th circle, and then just padded things out across that. Still, we can always have a field day with the idea and flesh it out if its worth pressing.

Legend Academy / Re: Team GOLDN OOC
« on: November 13, 2013, 10:57:44 PM »
Ohmy seems to be genuinely a good guy, but he comes on a little too strong. He's probably just eager to finally meet some new people. Feels like his goals are to meet new people and help them out, as long as their goals don't involve manipulating those underneath themselves or Ohmy.

Is that about what Knowing discerns?

Legend Academy / Re: Team GOLDN IC
« on: November 13, 2013, 10:47:42 PM »
"And we have our heading!" Ohmy says, following right behind in step. "Know where we're goin?"

Legend Homebrew / Re: Wormholer - A sort of Portal Gun track
« on: November 13, 2013, 09:31:37 PM »

C6's HP mechanic seems... funky. Not wrong or bad, just funky.

C7 you want KOM, not KoM. Minor nitpick but y'know, style and formatting and all.

KDM because because I assumed a track like this would be used by a more defensive typed character, or at least to balance things, like the Swashbuckler, but i suppose either way would work.

Your abilities should gain [warp] at higher circles so they aren't shut down by your enemies. 

I would have your 6th circle ability at circle one or two.  What good are your teleporters if your enemy can make full use.   Additionally, at  some circle your opponent would have to make an arcana check to use your portal. Requires a [swift] action.  People must know key words, carry a item, to travel through your portals.  The enemy is not going to have this.

At 3rd circle I would allow you to hide your portals as a swift action when created.  1/encounter as a swift action you may make your portal invisible.   

Circle 7 - Seems very weak.  I would allow you once per Scene create a portal to anywhere you have line of sight or know very well.  This lasts a scene or perhaps perminate. 

All good things, especially the arcana check to make use of them, but having the baddies able to use the Wrinkles is a balance sort thing. It's a neat trick to have a surprise attack by opening a Wrinkle behind the baddies, but it's downright not fair to plop it in the middle of them and start blasting all your attacks through that one chokepoint while the party is safe in another building.

Legend Homebrew / Wormholer - A sort of Portal Gun track
« on: November 13, 2013, 08:45:58 AM »
I'm in need of a leadership track that is good at both troop mobilization and giving a team a couple of extra vantage points; a way for someone to be at multiple places at once and help usher his team and their abilities through these pocket folds in space. Since the homebrew forum didn't seem to have something waiting for me to discover (or I just missed it), I thought I'd make one my own; so lemme know what seems too much or what could get a bit better. I'm really only focused on up to 3rd to 4th circle for this, but I'll take a crack at higher levels. This is also my first crack at a homebrew track, so it might be disgusting, sorry if it is.

Wormholer: Sometimes you just need to be in two places at once, or maybe four. The Wormholer recognizes that instead of making more of yourself, you just need a shortcut to make far places closer at hand, and a clever Wormholer also realizes the utility of making holes in spacetime when it comes to surprise attacks and emergency getaways for the team. Wormholers make effective leaders and tacticians for their spectacular control of a small squad in the field as well as excellent spotters in the field, but they can also be crafty thieves and escape artists thanks to their quick-walking abilities. All abilities granted by this track come with the [Teleportation] descriptor, if that wasn't obvious.

1st Circle
WrinkleSU - By bending the fabrics of space and time, you can create a small wormhole that allows fast mobility between Point A and Point B. As a move action, you can place one portal in an unoccupied square in your [Melee] range and a second portal anywhere within [Close] range that you have line of sight with. All creatures and abilities can make use of the Wrinkle to travel between the two points, and creatures on either side of the Wrinkle can draw line of sight from one side to the other. These wormholes can distort to allow creatures of your size category (give or take one up or down) to instantaneously travel the distance between the two as if one square became the other. You can sustain as many pairs of Wrinkles as you have circles in this track. The creator of the Wrinkle may end a connection as an Immediate action, and creatures getting caught in a closing Wrinkle are harmlessly placed on whichever side they entered from.

2nd Circle
Growing DistortionSU - You can now place either Wrinkle anywhere within [Close] range that you have line of sight with, and Wrinkles may now be ended as a Free action for quick getaways.

3rd Circle
Portal UnderstandingSU - You no longer need line of sight to place a Wrinkle, but the square must still be unoccupied. Wrinkles may now be disguised or hidden using the Larceny skill or illusion spells with the [Figment] or [Glamour] descriptor. Creatures other than the Wrinkle's creator can disguise the Wrinkle

4th Circle
Quantum TunnelingSU - Wrinkles you create may now be placed anywhere within [Medium] range. In addition, you can also place Wrinkles in squares occupied by creatures to force a teleportation effect, but a Will save (DC 10 + your KDM + 1/2 your level) will allow non-willing creatures to resist the teleportation effect, prematurely ending the Wrinkle.

5th Circle -
Strike Like LightningSU - Wrinkles now can be placed anywhere within [Long] range, and can be placed with a Swift action. Once per Encounter, you may also cast Teleport as the spell.

6th Circle
Exclusionary PrincipleSU - Your Wrinkles now posses the ability to distinguish between foe and friend, and will not allow certain creatures to pass through. A Will save (DC 10 + your KDM + 1/2 your level) will allow creatures to over-ride the placement limitations. Wrinkles excluding any type of creature or ability can be destroyed by effects other than their creator, and these Wrinkles have HP equal to an Arcana check made by the caster at the time of the Wrinkle being assaulted.

7th Circle
Reality SnapsSU - When you close a Wrinkle, you may release vortex of raw portal energy. Creatures within a 15 ft spread of a closing Wrinkle take damage equal to KoM + Level and are [Blown Away]. A successful Reflex save (DC 10 + your KDM + 1/2 your level) halves the damage and negates the [Blown Away] Condition

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