Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - TheAbyssDragon

Pages: [1]
1
Min/Max 3.x / Help mend my Psion/Incarnate
« on: December 12, 2013, 09:58:12 PM »
I'm building a soul manifester for a campaign slated to start in January. The campaign is a premade (Nightfang Spire) being run by a newbie DM. She's run a few one shots before, but his is her first full length campaign. I will be covering the arcanist role together with a warlock. Other party members include a druid, cleric (was going archer, but now looking into radiant servant/knight of the raven), and tashalatora monk.

The campaign starts at level 8 and is expected to run until 12, but may arc from there if things go well. All officially published material is allowed, including web enhancements, plus Hyperconcious and stuff from Dreamscarred Press. A note on house rules: we don't generally allow alterself/polymorph/metamorphosis, that's why you don't see it here.

I have the majority of the build done, I'm just having a bit of trouble polishing it off. As awesome as Inertial Armor is, I plan on just using armor/shield since I have proficiency through Incarnate. I've considered Boost Construct, but I will probably leave that to the tashalatora, since her plan is to summon a construct and flank with it. I'm also considering dumping Improved Essentia Capacity in favor of Expanded Soulmeld Capacity. I've also looked into Extend Power, Burrowing Power, and Linked Power, but I don't have any specific combos in mind. Note that for Linked Power, the power still takes its full manifestation time/cost.

Overall, I'm really looking forward to playing this character. I just feel that it needs a little bit of tweaking to make it whole.

Thoughts? Criticisms? What can I do to bring this build together?

(click to show/hide)

(click to show/hide)

(click to show/hide)

2
Preface
1. Manifest an Unknown Power from Another’s Powers Known: Full round action with contact and Psicraft check to discover powers, additional Psicraft check to comprehend power (autofail if power isn't on your list), 1 round window to manifest chosen power with third Psicraft check.

2. A connection through a worldthought network (such as society mind or worldthought medic) removes the need for physical contact. I know I've read this somewhere, but I can't seem to find the source.

3. The harmonic resonance feat (the non-PF printing is the same) allows you to pick a few powers not on your power list.


Ok, so in the morning while picking powers for the day, I also pick a few powers that I may count as being on my list for the purposes of the second Psicraft check. Now, in order to do this I have to first "scan" my network for available powers, then comprehend them. So if I wish to manifest such a power during combat, do I really need to start the process over?

If I have to spend a full round action to "rescan" a single member of the network, make several Psicraft checks, then manifest the power the following round, then the feat is worthless to me.

On the other hand, if I can choose 4 or 5 powers to manifest from network members beyond the 5 powers I get to prepare in the morning, and manifest them in a practical (single round) manner, then this is a worthwhile investment. Although it doesn't add any variety to the groups repertoire, it gives me more options in any given round.

What are everyones thoughts on this?

3
Min/Max 3.x / Nu Mou Chemist
« on: June 07, 2012, 09:37:14 PM »
Well, not Nu Mou, but the concept is the same. I'm looking to play a Final Fantasy style chemist for this game. I'd like to "have a potion for every occasion" and focus on buffing/debuffing. The basis is simple: Artificer (ECS 30), Alchemist Savant (MoE 55), and Master Alchemist (MoF 34). Cross-setting material, artificer entry into Master Alchemist, and Master Alchemist advancing spellvials have all been cleared by the DM.

I want Alchemist Savant 2 asap, since that gets me spellvials. I'd also like to get the 6th level of Artificer in, but that isn't strictly necessary. So I'm thinking of a build stub like:
Artificer 5 / Alchemist Savant  2 / Artificer 1 / Master Alchemist ...

Prerequisite feats are: Favored in House, Brew Potion [free from Artificer], Magical Artisan (potions), and Skill Focus (alchemy).

Beyond those feats, I would also like Point Blank Shot, Rapid Shot, and possibly Two Weapon Fighting (house ruled to grant equal iterative attacks in off-hand).

My first thought for race was a standard halfling, since that basically gives me a +3 to potion chucking from level 1. However, I fear that might be a bit underpowered for this group, so I'm open to suggestions.

With these things in mind, I would love to hear your thoughts on how to best assemble this character (class ordering, feats, etc). In addition, how does a character covered in potions/spellvials protect himself from the likes of sonic attacks? It's one thing to lose all of my potions, but it's another altogether to have all my spellvials activate on me simultaneously.

The most recent build can be found here.

Thanks in advanced!

4
Introduce Yourself / Don't mind me...
« on: November 12, 2011, 10:20:55 AM »
...I mostly read the forums, only with the occasional post. I'm a long time player with a bit of DMing experience. My brother and I have been in the CharOp scene for a while, but those we typically play with are less inclined.

I live in Columbus and am currently pursuing a PhD in mechanical engineering at OSU. Due to research and course work, my time for hobbies is limited. I rarely play computer/console games any more, but I'm constantly fiddling with linux distros and creating new character ideas (archived here).

I've been looking to join a PbP for a while, so if any are available I'm definitely interested. I see it as a good opportunity to learn a grittier side of the game, something I rarely have an opportunity to do with my regular group.

Happy posting!

Pages: [1]