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    Trig Veles

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    MAS
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    Trig Veles

    Post  MAS on Sat Jul 01, 2017 9:33 pm

    A full moon looms in crisp winter night over mighty Hoverla peak on the night the child is to be born. The modern maps call this place Ukraine, but in the absence of outsiders, the villagers call themselves Carpathian. A modern church serves the village. The farmers and miners gather there on Sundays for mass. In private, they offer allegiance and prayer to the ancient Slavic Gods of Mountain and Sky. They were the new faith like a mask, the old ways are their true face beneath.

    Cold wind hammers the blacksmith's home like working beats against a forge - but inside, a roaring hearth spreads comfort to those within. The home is crowded, as word of the Telling has spread. The young mother is calm, well attended by midwife and grandmothers. The anxious father paces in what small room he is allowed, as aunts, uncles, cousins, the Christian fill the modest home. The mood is celebratory, and drink flows freely.

    The delivery is swift and without concern. Both child and mother appear well, and the father holds his foretold son high for the gathered crowd to see...Sudden darkness, as the hearth and all other light is extinguished in a mighty WOOOOMPH! The sound of wood splintering, shattering, iron hinges buckle - the front door is torn asunder and a blast of frigid air assaults the room.  An ear-piercing shriek, now a mad, laughing cackle rips through the silent moment following the door's destruction. A hunched and twisted figure stands framed in the doorway.

    The peasants inside scatter in panic, flattening against the walls, cowering under tables, clutching themselves in terror, screaming themselves hoarse in seconds as they shout the dreaded name of the horror they know must be the figure in the doorway:

    "BABA YAGA!"

    One figure stands calmly in the midst of the chaos - the child's father.

    "Hold fast, Hag - You'll find no meal here."

    The Witch stops in her tracks, taken back that a mortal man should defy her.

    The father turns quickly to the young mother, kisses her tenderly, a hand against her cheek looks deeply into her eyes and says -

    "Danika, my love, have peace. I will allow you no harm." He hands her the child. "His name is Trig."

    "BABA YAGA!" shouts the father "Your time is due. I am Veles and by my fist will you fall!"

    He springs forward to attack, and all can see a change in his countenance, like a mask removed, they who keep the old ways, they know the young blacksmith's true face now. The Old God of Earth, Stone, and Iron stands among them!

    The God and the Hag meet in battle, tumbling out into the winter night. The peasants inside do not dare exit the home, they huddle together and pray for victory. Fierce sounds and sharp light fill the cold darkness, stopping only just before the sun rises. The peasants emerge cautiously after dawn to find the forrest laid waste around the village, no sign of God or Hag.





    "Is terytree yeers ago today. Story of my burth, as my saynted moother tellz." says the peasant as he slams back another giant shot of vodka, finishing off yet another bottle.

    "Not callink MY MOOTHER a LYER, IS YOU? you SON OF BITCH!?!?!"




    Race: Legendary Slavic Bloodline
    15 points
    https://en.wikipedia.org/wiki/List_of_Slavic_mythological_figures


    Humanoid, Legendary Bloodline (0 RP)
    Medium (0 RP):
    Darkvision 60 Feet (2 RP)
    Normal Speed (0 RP): The race has a base speed of 30 feet.
    Specialized (1 RP):
    Standard Language (0 RP):
    Duergar Legendary Bloodline Immunities (4 RP)
    Spell Resistance, Greater (3 RP)
    Static Bonus Feat (2 RP)
    Natural Armor (2 RP)
    Natural Attack, Slam (1 RP)



    *A Medium creature has a space of 5 feet by 5 feet and a reach of 5 feet.
    *Members of this race can see in the dark up to 60 feet.
    *The race has a base speed of 30 feet.
    *Pick either mental or physical ability scores. Members of this race gain a +2 bonus to two ability scores of the chosen type, and a –2 penalty to one ability score of the other type.
    *Members of this race are immune to paralysis, phantasms, and poison. They also gain a +2 racial bonus on saving throws against spells and spell-like abilities.
    *Members of this race gain spell resistance equal to 11 + their character level.
    *All members of this race gain "Dodge" feat as a bonus feat at 1st level.
    *Members of this race gain a +1 natural armor bonus to their Armor Class.
    *Members of this race gain one "Slam" attack. 1.5xSTR bonus


    Last edited by MAS on Sun Jul 16, 2017 4:20 am; edited 3 times in total
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    Re: Trig Veles

    Post  MAS on Sun Jul 09, 2017 8:11 pm

    Race: Legendary Slavic Bloodline
    Class/Level: Barbarian 2/Kineticist 7*
    (*Favored Class: Whenever a character gains a level in his favored class, he receives either + 1 hit point or + 1 skill rank.)




    ABILITY SCORES
    STR: 13
    DEX: 16 (+2 racial)
    CON: 20 (+2 racial)
    INT:  12
    WIS:  12
    CHA:  11 (-2 racial)

    PRIME STATS
    AC: 13 (+9 Armor, +3 ring ) = 25
    SR: 20
    CMB: +8 (+10 raged) +1 Large)
    CMD: 21 (23 raged)  +1 Large)
    HP: 80 (Barbarian, 24; Kineticist 56)
    DR 3/Adamantine
    BAB: +7
    FORT: +8 (+3 Cloak) = +11
    REF: +5 (+3 Cloak) = +8
    WILL: +2 (+3 Cloak) = +5
    Rage: 12 rounds daily, +4 bonus HP, +4 bonus to CON & STR
    Movement: 40 ft, 45ft when Raged
    Stamina Pool: 12
    Burn Limit: 8

    Natural attack, Slam:
    1d4, Medium / 1d6 large
    KINETIC FIST, Earth, medium/large = 1d4+2+1d6/2d6+2
    KINETIC FIST, Metal, medium/large =  1d4+2+2d6/3d6+2

    Class Features:

    Fast Movement (Ex): A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed.

    Rage (Ex): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.

    Uncanny Dodge (Ex): At 2nd level, a barbarian gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A barbarian with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

    Swift Foot (Ex): The barbarian gains a 5-foot enhancement bonus to her speed. This increase is always active while the barbarian is raging.

    Elemental Focus (Su): Earth (geokinesis)
    Expanded Element (Su): Earth (geokinesis)

    Burn (Ex): At 1st level, a kineticist can overexert herself to channel more power than normal, pushing past the limit of what is safe for her body by accepting burn. Some of her wild talents allow her to accept burn in exchange for a greater effect, while others require her to accept a certain amount of burn to use that talent at all. For each point of burn she accepts, a kineticist takes 1 point of nonlethal damage per character level. This damage can't be healed by any means other than getting a full night's rest, which removes all burn and associated nonlethal damage. Nonlethal damage from burn can't be reduced or redirected, and a kineticist incapable of taking nonlethal damage can't accept burn. A kineticist can accept only 1 point of burn per round. This limit rises to 2 points of burn at 6th level, and rises by 1 additional point every 3 levels thereafter. A kineticist can't choose to accept burn if it would put her total number of points of burn higher than 3 + her Constitution modifier (though she can be forced to accept more burn from a source outside her control). A kineticist who has accepted burn never benefits from abilities that allow her to ignore or alter the effects she receives from nonlethal damage.

    Kinetic Blast (Sp): At 1st level, a kineticist gains a kinetic blast wild talent of her choice. This kinetic blast must be a simple blast that matches her element. As a standard action, the kineticist can unleash a kinetic blast at a single target up to a range of 30 feet. She must have at least one hand free to aim the blast (or one prehensile appendage, if she doesn't have hands). All damage from a kinetic blast is treated as magic for the purpose of bypassing damage reduction. Kinetic blasts count as a type of weapon for the purpose of feats such as Weapon Focus. The kineticist is never considered to be wielding or gripping the kinetic blast (regardless of effects from form infusions), and she can't use Vital Strike feats with kinetic blasts. Even the weakest kinetic blast involves a sizable mass of elemental matter or energy, so kinetic blasts always deal full damage to swarms of any size (though only area blasts deal extra damage to swarms). A readied kinetic blast can be used to counterspell any spell of equal or lower level that shares its descriptor. A kinetic blast that deals energy damage of any type (including force) has the corresponding descriptor.

    Gather Power (Su): If she has both hands free (or all of her prehensile appendages free, for unusual kineticists), a kineticist can gather energy or elemental matter as a move action. Gathering power creates an extremely loud, visible display in a 20-foot radius centered on the kineticist, as the energy or matter swirls around her. Gathering power in this way allows the kineticist to reduce the total burn cost of a blast wild talent she uses in the same round by 1 point. The kineticist can instead gather power for 1 full round in order to reduce the total burn cost of a blast wild talent used on her next turn by 2 points (to a minimum of 0 points). If she does so, she can also gather power as a move action during her next turn to reduce the burn cost by a total of 3 points. If the kineticist takes damage during or after gathering power and before using the kinetic blast that releases it, she must succeed at a concentration check (DC = 10 + damage taken + effective spell level of her kinetic blast) or lose the energy in a wild surge that forces her to accept a number of points of burn equal to the number of points by which her gathered power would have reduced the burn cost. This ability can never reduce the burn cost of a wild talent below 0 points.

    Metakinesis (Su): At 5th level, a kineticist gains the ability to alter her kinetic blasts as if with metamagic feats by accepting burn. By accepting 1 point of burn, she can empower her kinetic blast (as if using Empower Spell). At 9th level, by accepting 2 points of burn, she can maximize her kinetic blast as if using Maximize Spell. At 13th level, by accepting 3 points of burn, she can quicken her kinetic blast as if using Quicken Spell. At 17th level, by accepting 4 points of burn, the kineticist can use her kinetic blast twice with the same standard action, or swift action if she also uses metakinesis to quicken the blast. When she uses a double kinetic blast, all modifications, such as metakinesis and infusions, apply to both of the blasts, but the kineticist needs to pay the burn cost only once.

    Internal Buffer (Su): At 6th level, a kineticist's study of her body and the elemental forces that course through it allow her to form an internal buffer to store extra energy. The buffer starts empty and doesn't replenish each day, but the kineticist can accept 1 point of burn to add 1 point to the buffer as a full-round action, to a maximum of 1 point total. This maximum increases to 2 points at 11th level and to 3 points at 16th level. Once the kineticist adds points to her buffer, they remain indefinitely until she spends them. When she would otherwise accept burn, a kineticist can spend 1 point from her buffer to avoid accepting 1 point of burn. She cannot spend more than 1 point from her buffer in this way for a single wild talent. Points spent from the internal buffer don't activate elemental overflow or add to its effects. Similarly, this buffer can be used to exceed the limit on the number of points of burn the kineticist can accept in a single turn.

    Elemental Overflow (Ex): At 3rd level, a kineticist's body surges with energy from her chosen element whenever she accepts burn, causing her to glow with a nimbus of fire, weep water from her pores, or experience some other thematic effect. In addition, she receives a bonus on her attack rolls with kinetic blasts equal to the total number of points of burn she currently has, to a maximum bonus of +1 for every 3 kineticist levels she possesses. She also receives a bonus on damage rolls with her kinetic blast equal to double the bonus on attack rolls. The kineticist can suppress the visual effects of elemental overflow by concentrating for 1 full round, but doing so suppresses all of this ability's other benefits, as well. The next time the kineticist uses any wild talent, the visual effects and benefits return instantly.

    As a kineticist's body becomes more and more suffused with her element, she begins to gain more powerful benefits. Starting at 6th level, whenever she has at least 3 points of burn, the kineticist gains a +2 size bonus to two physical ability scores of her choice. She also gains a chance to ignore the effects of a critical hit or sneak attack equal to 5% × her current number of points of burn. At 11th level, whenever the kineticist has at least 5 points of burn, these bonuses increase to a +4 size bonus to one physical ability score of her choice and a +2 size bonus to each of her other two physical ability scores. At 16th level, whenever the kineticist has at least 7 points of burn, these bonuses increase to a +6 size bonus to one physical ability score of her choice, a +4 size bonus to a second physical ability score of her choice, and a +2 size bonus to the remaining physical ability score.

    Expanded Element (Su): At 7th level, a kineticist learns to use another element or expands her understanding of her own element. She can choose any element, including her primary element. She gains one of that element's simple blast wild talents that she does not already possess, if any. She also gains all composite blast wild talents whose prerequisites she meets, as well as the basic wild talent of her chosen expanded element (for instance, basic aerokinesis if she chooses air). See Composite Blasts on for additional rules for and descriptions of composite blasts. She doesn't gain the defense wild talent of the expanded element.

    If the kineticist's expanded element is different from her primary element, she treats her kineticist level as 4 levels lower for the purpose of determining which wild talents she can learn from her expanded element.

    If the kineticist chooses to expand her understanding of an element she already has, she gains an additional utility wild talent or infusion of her choice from that element, as if from her infusion or wild talent class feature, as appropriate.

    Elemental Defense
    FLESH OF STONE
    Element earth; Type defense (Su); Level —; Burn 0
    Your skin hardens like stone, dampening the impact of most attacks. You gain DR 1/adamantine. This DR increases by 1 for every 2 kineticist levels you possess beyond 2nd. By accepting 1 point of burn, you can increase the DR by 1 until the next time your burn is removed, to a maximum DR equal to your kineticist level. Whenever you accept burn while using an earth wild talent, the energy surging through you causes your damage reduction to change from DR/adamantine to DR/— for 1 round. You can dismiss and restore this effect as an immediate action.

    Blasts:

    EARTH BLAST = 4d6+9
    (1d6+1 + the kineticist's Constitution modifier, increasing by 1d6+1 for every 2 kineticist levels beyond 1st)
    Element earth; Type simple blast (Sp); Level —; Burn 0
    Blast Type physical; Damage bludgeoning, piercing, or slashing

    METAL BLAST = 8d6+13
    (2d6+2 + the kineticist's Constitution modifier, increasing by 2d6+2 for every 2 kineticist levels beyond 1st)
    Element earth; Type composite blast (Sp); Level —; Burn 2
    Prerequisites primary element (earth), expanded element (earth)
    Blast Type physical; Damage bludgeoning, piercing, or slashing

    Utility Wild Talents

    BASIC GEOKINESIS
    Element earth; Type utility (Sp); Level 1; Burn 0
    You can move up to 5 pounds per kineticist level of rocks, loose earth, sand, clay, and other similar materials up to 15 feet as a move action. You can search earthen and stone areas from a distance as if using the sift cantrip.

    KINETIC COVER
    Element aether, earth, or water; Type utility (Sp); Level 1; Burn 0
    You call up elemental matter to defend yourself and your allies from attacks. As a standard action, you can select one face of a square within 30 feet of you and move elemental matter to block that face, providing total cover from that direction. The face you select must be supported by the ground, and the kinetic cover cannot support more than 5 pounds of weight. Water, ice, and telekinetic force are translucent, but earth, metal, mud, and the like are opaque and block line of sight. A creature who strikes the cover can easily destroy it. Regardless of its composition, the cover has hardness 0, AC 5, and 2 hit points per kineticist level you possess. You can have a number of kinetic covers in existence equal to your Constitution modifier + 1/2 your kineticist level.

    RIDE THE BLAST
    Element universal; Type utility (Sp); Level 6; Burn 0
    You can use this wild talent as part of activating a kinetic blast other than telekinetic blast. You transform yourself into your element or energy and send yourself along with your kinetic blast. You appear at the end of the blast's path, adjacent to the blast's target (or final target, for form infusions like chain) or at the center of the burst or spread for form infusions like explosion. This ability doesn't work with form infusions that involve melee attacks (such as kinetic blade) or that use a cone shape (such as spray).

    BOWLING INFUSION
    Element aether or earth; Type substance infusion; Level 2; Burn 2
    Associated Blasts earth, magma, metal, mud, telekinetic
    Saving Throw none
    You bowl your foes over with the sheer mass of your kinetic blast. Attempt a trip combat maneuver check against each target damaged by your infused blast, using your Constitution modifier instead of your Strength modifier to determine your Combat Maneuver Bonus.

    KINETIC FORM
    Element universal; Type utility (Sp); Level 5; Burn 1
    You are able to suspend your body in a large mass of elemental matter. Until the next time your burn is removed, you can change your size to Large or shift back to your original size as a standard action. This doesn't change your ability scores in any way. At 16th level, you can accept 1 additional point of burn to instead change your size to Huge. You cannot use kinetic form to decrease your size.

    Infusions:

    EXTENDED RANGE
    Element universal; Type form infusion; Level 1; Burn 1
    Associated Blasts any
    Saving Throw none
    Your kinetic blast can strike any target within 120 feet.

    FRAGMENTATION
    Element earth or water; Type form infusion; Level 7; Burn 4
    Prerequisite extended range
    Associated Blasts earth, ice, metal
    Saving Throw none or Reflex half; see text
    You throw a volatile sphere of solid matter that shatters into countless shards. Attempt a ranged attack roll against a target within 120 feet. If you hit, the target takes your kinetic blast damage with no saving throw. All other creatures and objects within a 20-foot burst take half the normal amount of damage and can attempt a Reflex save to reduce that damage by half again. If the attack misses its target, the blast has no effect. The saving throw DC is Dexterity-based.

    KINETIC FIST
    Element universal; Type form infusion; Level 1; Burn 1
    Associated Blasts any
    Saving Throw none
    You surround your body with energy or elemental matter from your kinetic abilities. You can use this form infusion as part of an attack action, a charge action, or a full-attack action to add damage to each of your natural attacks and unarmed strikes until the beginning of your next turn. Since kinetic fist is part of another action, using this wild talent doesn't provoke any additional attack of opportunity. You deal an additional 1d6 points of damage per 3 dice of your kinetic blast's damage (minimum 1d6), and this damage is of the same type as your kinetic blast's damage. This extra damage ignores spell resistance and doesn't apply any modifiers to your kinetic blast's damage, such as your Constitution modifier.

    FEATS:
    #1: Mobility=You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

    #2: Combat Reflexes=You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

    #3: Vital Strike= When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.

    #4: Spring Attack= As a full-round action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn.

    #5: Combat Stamina= You gain a stamina pool. After you make an attack roll with a manufactured weapon, unarmed strike, or natural weapon attack with which you are proficient, but before the results are revealed, you can spend up to 5 stamina points. If you do, you gain a competence bonus on the attack roll equal to the number of stamina points you spent. If you miss with the attack, the stamina points you spent are still lost. Special: Since you have a stamina pool, you can spend your stamina points to use any combat tricks associated with combat feats you possess.

    Racial Bonus: Dodge= You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

    SKILLS:
    9 Acrobatics (Dex +3) Class Skill +3 = +15
    3 Climb (Str +1) Class Skill +3 = +7
    3 Craft (Int +1) Class Skill +3 = +7
    1 Handle Animal (Cha) Class Skill +3 = +4
    3 Heal (Wis +1) Class Skill +3 = +7
    0 Intimidate (Cha) Class Skill +3 = +3
    3 Knowledge (nature, Int) Class Skill +3 = +6
    7 Perception (Wis +1) Class Skill +3 = +11
    1 Profession (Wis +1) Class Skill +3 = +5
    1 Ride (Dex +3) Class Skill +3 = +9
    3 Survival (Wis +1) Class Skill +3 = +7
    3 Swim (Str +1) Class Skill +3 = +7
    7 Stealth (Dex +3) Class Skill +3 = +13
    3 Use Magic Device (Cha) Class Skill +3 = +6

    EQUIPMENT: $150
    +5 Chain Shirt (+4 AC, Armor Check -2, Light ) 25K
    +3 Ring of Protection 9K
    +3 Cloak of resistance 9K
    Necklace of Fireballs, Type 1 1650
    3x Feather Token, Tree 400 (1200)


    Last edited by MAS on Fri Aug 04, 2017 2:19 pm; edited 2 times in total
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    Re: Trig Veles

    Post  Chris on Sun Jul 16, 2017 11:05 am

    he's a barbarian Iron Fist cheers

    nicely crunched, crazy mobility
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    Re: Trig Veles

    Post  MAS on Sun Jul 16, 2017 11:14 am

    Chris wrote:he's a barbarian Iron Fist cheers

    nicely crunched, crazy mobility

    Thanks! I like this build, in that it has ranged and melee weapons built in - so the concept does not necessarily rely on loot for a solid offense.

    An Air focus was tempting, it would have been a little lighter on combat/defense, but I could have added flying into the mix.
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    Re: Trig Veles

    Post  Chris on Sun Jul 16, 2017 3:58 pm

    Ride the Blast + Extended Range = no need for flying

    you can already move 120ft in any direction + attack = standard action
    you still have a move action leftover (unless you do the gathering thing to reduce burn)
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    Re: Trig Veles

    Post  whit10 on Sun Jul 16, 2017 5:02 pm

    Looks impressive!

    So, I must beg that you give me a day or so to digest this guy since its a class that I'm not too familiar with. I will get your prelude going ASAP so that we can get the band together.

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    Re: Trig Veles

    Post  MAS on Sun Jul 16, 2017 5:41 pm

    whit10 wrote:Looks impressive!

    So, I must beg that you give me a day or so to digest this guy since its a class that I'm not too familiar with.  I will get your prelude going ASAP so that we can get the band together.


    No worries, I'll be traveling all day tomorrow anyway.
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    Re: Trig Veles

    Post  MAS on Sun Jul 16, 2017 5:52 pm

    Chris wrote:Ride the Blast + Extended Range = no need for flying

    you can already move 120ft in any direction + attack = standard action
    you still have a move action leftover (unless you do the gathering thing to reduce burn)

    All true -but at point does one fall? I need the flying to STAY in the Air when I get there, right?
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    Re: Trig Veles

    Post  Chris on Mon Jul 17, 2017 10:53 am

    only if your target is airborne, I suppose. But then just shoot the blast and don't jump with it.

    Remember your Scrap character? I had a character named Kamikazee. His main attack was an energy blast with a teleport trigger on the end. That's kinda the way I look at Ride the Blast, but visually it would be like you fly over and smack somebody (if you wanted).

    It really reminds me of how the wizards in Harry Potter teleport like the wind, especially in Fantastic Beasts.

    I didn't think the flying in Air was very good, honestly. You might be better served with Boots of Flying or something.
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    Re: Trig Veles

    Post  whit10 on Mon Jul 17, 2017 11:18 pm

    yeah, never discount what one item can do for you if that's all your after. But no worries with the rest.


    Let me know if any changes for the character will happen but for now... let's begin.


    A cold wind blows and you see your quarry in front of you... Baba Yaga.. the most feared monster of folklore in Russia or the Carpathians...

    She sneers at you... "Rob me of my prey do you? You are not worth bothering with... we shall meet again. Then, you will die and I will feast on your blood!"

    As she says this... you see glistening fangs in the moonlight and blood-red eyes gazing at you, as if to pierce your soul.


    (with red eyes)


    You feel the presence now of an ancient evil... far worse than it felt at first. But then.... she glimmers in silvery light and is gone. You hear her horrid cackle on the wind....

    As you search for her in the coming months, you are unable to find anything. But you hear of another malevolent creature, somewhere west of you, near Serbia.
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    MAS
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    Re: Trig Veles

    Post  MAS on Thu Jul 20, 2017 10:35 pm

    Trig begins to drink his way towards Serbia...drink at taverns all night, sleep till noon, mooch a ride, repeat.



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    whit10

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    Re: Trig Veles

    Post  whit10 on Thu Jul 20, 2017 10:59 pm

    Any information gathering or anything you wish to look for on the way?
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    Re: Trig Veles

    Post  MAS on Mon Jul 24, 2017 9:00 pm

    "Is you seeing creature?"

    "No?"

    "You brings more Vodka, then, yes?!?!?!"

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    Re: Trig Veles

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      Current date/time is Tue Dec 12, 2017 11:41 pm