[Interest Check] i42 Forums Community Play by Post Pathfinder Campaign

hence the break to watch always sunny and do forum

image

fuck optimization Iā€™m an inquisitor for THE GODDESS OF PLANAR TRAVEL

Heavenā€™s Light (Conduit)

You are a luminous beacon in the darkness, an icon of order and kindness through which the light of Heaven itself can shine, even in the most dreadful of realms.

Prerequisite(s) : Knowledge (planes) 1 rank.

Benefit(s) : As a standard action, you can emit an aura of bright light centered on a glowing halo above or behind your head. The illumination provided is equal in intensity to that of a torch. If you have at least 5 ranks in Knowledge (planes) the illumination is equivalent to that created by a daylight spell. If you have at least 15 ranks in Knowledge (planes), the light becomes further infused with Heavenly power, and each evil creature within 30 feet of you must succeed at a Fortitude save (DC = 10 + half your level + your Charisma modifier) or become sickened by the light for as long as it remains in range plus 1 additional round after leaving the area.

You can use this featā€™s benefit for a number of rounds per day equal to your ranks in Knowledge (planes). These rounds need not be consecutive.

this is useless

but has some cool rp potential
ā€œFear me not Iā€™m sent by the heavensā€
halo appears

1 Like

Iā€™m likely going to be a healer + tank since you guys are being dps? and magicboy?

You shouldnā€™t

2 Likes

so CHOOSE, HEATHENS

Heavenā€™s Light (Conduit)

You are a luminous beacon in the darkness, an icon of order and kindness through which the light of Heaven itself can shine, even in the most dreadful of realms.

Prerequisite(s) : Knowledge (planes) 1 rank.

Benefit(s) : As a standard action, you can emit an aura of bright light centered on a glowing halo above or behind your head. The illumination provided is equal in intensity to that of a torch. If you have at least 5 ranks in Knowledge (planes) the illumination is equivalent to that created by a daylight spell. If you have at least 15 ranks in Knowledge (planes), the light becomes further infused with Heavenly power, and each evil creature within 30 feet of you must succeed at a Fortitude save (DC = 10 + half your level + your Charisma modifier) or become sickened by the light for as long as it remains in range plus 1 additional round after leaving the area.

You can use this featā€™s benefit for a number of rounds per day equal to your ranks in Knowledge (planes). These rounds need not be consecutive.

Healerā€™s Hands (Conduit)

Your healing efforts are bolstered by positive energy.

Prerequisite(s) : Heal 1 rank, Knowledge (planes) 1 rank.

Benefit(s) : You can use the Heal skill to treat deadly wounds as a full-round action. You do not take a penalty for not using a healerā€™s kit when treating deadly wounds this way, and you can do so on a given creature more than once per day. When treating deadly wounds this way, if your result exceeds the DC by 10 or more, add your ranks in Knowledge (planes) to the damage healed. These benefits do not apply to creatures that are not healed by positive energy.

You can use this featā€™s benefit a number of times per day equal to your ranks in Knowledge (planes).

Iā€™m taking this spell if Heavenā€™s Light is taken:

Stabilize

School conjuration (healing); Level cleric/oracle 0, druid 0, inquisitor 0, psychic 0, witch 0

CASTING

Casting Time 1 standard action
Components V,S

EFFECT

Range close (25 ft. + 5 ft./2 levels)
Target one living creature
Duration instantaneous
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION

Upon casting this spell, you target a living creature that has ā€“1 or fewer hit points. That creature is automatically stabilized and does not lose any further hit points. If the creature later takes damage, it continues dying normally.

image
@Geyde

how do you all feel about open world

  • Open world me up fam
  • fuck open world, this aint skyrim

0 voters

fuck

  • open world me up fam
  • fuck open world, this aint skyrim

0 voters

ok so imma delay char creation a bit. sry but finals r dumb and i have my 2 hardest ones tmrw so imma study some.

@discobot roll 20d6

:game_die: 4, 4, 5, 4, 5, 2, 3, 2, 6, 2, 5, 3, 5, 3, 3, 4, 1, 1, 4, 3

@discobot roll 4d6

:game_die: 1, 4, 1, 6

13
10
14
12
8
11

sticking with prior numbers

human time

AHHHHHH NAUTICAL COMBAT

Ships have 3 different pools of health, crew, hull, and sails, when cannons are fired you must declare which pool you are hitting, Hulls have an AC of 12-15, Sails 14-16, and Crew can be from 1-20 AC depending on range.

If the hull is depleted the ship will begin sinking, after 7 rounds if it is not boarded it will be sent to Davy Jonesā€™s locker, and a small percentage of the loot will float up to the surface

If the Sails are depleted they cannot move and can be boarded, but can still fire

If the crew is depleted then the ship is easily captured once boarded

Cannons do 1d4+1 for every cannonball that lands on itā€™s mark (dw, they donā€™t have much HP)

Boarding

Boarding is when you and your crew pull a ship close enough to jump on. This will start an encounter with 4-5 enemies to defeat.

Any objections or ideas to add?

1 Like

All Iā€™m saying is 4 to 5 fools are going to be boarded and washed with the deck