DM Frogfoot's Shapeshifter Apocalypse (Inactive)

Game Master Dalton the Thirsty


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Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

You can also attempt to clear one of your bonds for more xp. Did how she sees someone change significantly?

Edit: Also, speaking of shoot first, I noticed it already existed a few days ago... And was better than my version.


Human Wizard
Stat Mods:
Str-1, Dex+1, Con+1, Int+2, Wis 0, Cha 0. HP 19

Frogfoot End of sessions questions correct? 3xp all round?

Also did Chaney fulfill "Discover something about a magical mystery."? Or is that what the coming Spout Lore will be for?

The spell-scar killed mu half-elven plan so i have no clue what move to take now.

Hmmm What happens if

Prodigy:
Choose a spell. You prepare that spell as if it were one level lower.
is applied to a level one spell?

Seeing how we seem to be gathering mysterious magic items would

Enchanter:
When you have time and safety with a magic item you may ask the GM what it does, the GM will answer you truthfully.
derail the plot?


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

It's kind of funny that despite all the times Mazatl put herself in danger for others, it was the random event after her elemental tether was destroyed that actually hurt her. XD... totally robbed.

Also, the 404 was me saying your link didn't work for me :)


Chaney: Yes to all your questions. You may still take the half-elven move if you wish, the spellscar advance move was free.

Prodigy would cause a 1st level spell to be counted as a cantrip; you could cast it for free forever assuming you don't lose it through rolling a 6-.

Enchanter would not derail the plot; it's an advanced move available to Wizards, and it's a perfectly legitimate (even intelligent) pick. I can find ways to keep your sense of mystery going even if you're good at identifying what items are.

Yeah Mazatl, with all your environmental effects and such, I'm really going to have to keep your powers in mind when I'm designing future encounters!


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

Just remember: they're as much bane as they are boon. Growing a tree inside a friend's tavern goes a long way towards testing that friendship. :p. Having hazard be a recurring tag for Mazatl represents a cost, as well. Mazatls magic isn't subtle, unless she uses trickle. :)

One thing I'd change about channeler, is that I'd have you choose a tag when you choose an element. That technique tag + 1 technique tag, is a technique for you. So, maybe your earth tag always manifests a barrier, while Mazatl's verdant always brings a hazard into play, and an ice mage's is always piercing 2.

Of course, that also would require you give some sort of benefit to non-attacks from piercing... Or allow non-projectile/blast to deal 1d4.


Both of which are easy hacks to apply if needed.


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

Mmhmm. It fits the theme (as I see it) a lot better, and closes some gaps left in the design. It also makes your element more substantial than just an adjective. The difference between an unmoving stone, shifting sands, and fertile earth channeler could be made much more manifest by tying barrier to the first, piercing to the second, and hazard to the third. It also cuts down on channeler techniques being a universal toolkit, as it seems to be, even with me mostly limiting it.

It'd also make the 'second element' move worth taking beyond flavor and flexibility of 1-2 other moves, as you could be both shifting sand -and- unmoving stone, just as well as you could be flame of the forge and cold steel.

As for camouflage, thanks. :) I figured +1 ongoing fit, since another technique would remove the benefits, but I could understand forward, as well, making her rework the armor as she moved about. Also, if the party accepts it, she could use it on the rogue or vulture, or bonobo... And so on.


Well, your own limits are due to your own vision of the class, and your desire to specialize. As you say, that's not actually written into the class itself; the class itself is based more on the Avatar themselves than specific elemental benders, to use that obvious comparison. They're written to have access to boulders for barriers or lightning bolts for piercing 2 projectiles.


Elf / Were-shark || HP 19/19

Which one you guys think is best?

Metal Hurlant
When you shout with great force or play a shattering note
choose a target and roll+Con. On a 10+ the target takes
1d10 damage and is deafened for a few minutes. On a 7–9
you still damage your target, but it’s out of control: the GM
will choose an additional target nearby.
-----
Eldritch Tones
Your arcane art is strong, allowing you to choose two effects
instead of one
------
Healing Song
When you heal with arcane art, you heal +1d8 damage.
-------
Vicious Cacophony
When you grant bonus damage with arcane art, you grant
an extra +1d4 damage.


Metal Hurlant is incredibly good but with a potentially huge drawback. Being able to deafen someone at will? Strong as hell. Risking deafening your teammates? *wince* Depends on if you want to risk it! High-risk, high reward.

Eldritch Tones is very strong, I like it for its versatility. Allows you to respond to multiple different needs easily.

Healing song is a great choice too, especially since you're the only one of the group who has access to any healing from their class.

Vicious Cacophony would solidify your role as a buffer, making it usually more effective to stay safe and buff Aifric (for example) than to do damage yourself.


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

Eldritch Tones is definitely the coolest in my eyes, as it makes your song more flexible, rather than making you feel bad when you play a different song.

Also, baseline, I think your character chooses one element, and then can do anything within that element. A lightning bolt can be exactly as effective (or protective) as an attack or defense as a wall of stone, via the base rules. :p. Your element is basically nothing but an adjective til you run up against someone with strengths or weaknesses to your element. Not that I'm complaining. I have the toolbox, so I can just limit myself to not step on toes. :)


Human Wizard
Stat Mods:
Str-1, Dex+1, Con+1, Int+2, Wis 0, Cha 0. HP 19
DM Frogfoot wrote:

Chaney: Yes to all your questions. You may still take the half-elven move if you wish, the spellscar advance move was free.

Cool 4 xp marked. 4 end of session 1 alignment.

The spellscar move, constant detect magic, makes the half-elven move, detect magic as a cantrip, irrelevant. Still no harm done. Just choose something else


I am sorry


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

See ya, Space Vulture.


Elf / Were-shark || HP 19/19

Take care Nohwear.


Male Human (Were-Ape) Skirmisher / 1 / 7 XP

So long, Nohwear. It's been fun!


Male Human (Were-Ape) Skirmisher / 1 / 7 XP

Looking at all these wild and magical things y'all can do with your new moves, I'm going to add the very mundane Resourceful Carver move:

"You are adept at crafting replacement spears, javelins, arrows, or any woodbased gear you're familiar with. The GM will tell you how long it takes and any additional requirements, but your allies will always be surprised by your resourcefulness and speed."


Wow, any woodbased gear could be quite flexible. I expect to see some interesting crafting requests coming from you!


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Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

"Mazatl, quick, I need an oak tree!"

Mazatl makes one.

Aifric carves a ladder out of it.

Everyone marvels at how beaverlike he has become.

Chaney wonders why he didn't just climb the tree.


Male Human (Were-Ape) Skirmisher / 1 / 7 XP

I absolutely love Mazatl's post! Laughed out loud hard! Tears coming from my eyes!


Human Wizard
Stat Mods:
Str-1, Dex+1, Con+1, Int+2, Wis 0, Cha 0. HP 19

*golf clap*


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

I'm torn between pretending the golf clap is Chaney not wanting to be rude and cross the line of drawing attention away from my masterful performance, and pretending it's a slow clap trying to get everyone else to join in...


Elf / Were-shark || HP 19/19

Good thing he is an were-ape, if he was just an ape making things with wood? That is how Planet of the Apes started.


Male Human (Were-Ape) Skirmisher / 1 / 7 XP

Aifric is not smart enough to be in Planet of the Apes.


Hey guys. I just received word that a very close friend and colleague of mine died last night. I may not be posting very much today, I'm sorry.


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

We'll be here.


Male Human (Were-Ape) Skirmisher / 1 / 7 XP

My condolences.


Human Wizard
Stat Mods:
Str-1, Dex+1, Con+1, Int+2, Wis 0, Cha 0. HP 19

Hang in there boss, We'll be here.


Hey guys, thanks for your patience. I'm back now and ready to continue whenever you all are finished with your downtime activities.


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

Mazatl hasn't got anything left, plans-wise.


Human Wizard
Stat Mods:
Str-1, Dex+1, Con+1, Int+2, Wis 0, Cha 0. HP 19

Are we replacing Festus?

Chaney's level data
+1 Wisdom
Enchanter move
Spell: Contact Spirits.


We certainly can! I'll bump the recruitment thread later today.


Human Wizard
Stat Mods:
Str-1, Dex+1, Con+1, Int+2, Wis 0, Cha 0. HP 19

FrogFoot, we stepped on each other's post in play. How do you want to resolve this?


I edited my post, they should look like they overlap a bit better now.


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

One if by land, two if by sea. In the end, they were forced to light three lanterns. :3


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

I'm thinking add another bond to Aifric for now. "Aifric is a good man, a bit dense, but he means well. The world could use more people like him. Good, not dense. I'll try to make sure it doesn't wind up with one less."


Male Human (Were-Ape) Skirmisher / 1 / 7 XP

I approve of that bond.


5 Rounds Flaming Burst, Keen Magus 5//Expert 4/Warrior 1 (MR2) HP (51/51) AP (6/6) MP (7/7) LP (3/3) AoO (6)
Stats:
AC/Touch/Flat/CMD 22/20/13/23 | Fort/Ref/Will +06/+08/+08 | Init +07
Skills:
+14: Acrobatics; +13: Stealth +12: Escape Artist; Spellcraft, Arcana +11: Know(Dungeoneering, Engineering); +9 Perception, Mythology, Nature; +8 Know(Geography); +7 Bluff, Climb, Disguise; +6 UMD

The show is amazing. Running up that hill... ;~;


Human Wizard
Stat Mods:
Str-1, Dex+1, Con+1, Int+2, Wis 0, Cha 0. HP 19
Neri Voler wrote:
The show is amazing. Running up that hill... ;~;

psst, wrong alias!


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

Yeah, I caught that, but I was leaving work at the time, to go on an incredible journey. I was like 'nooooo!' as my wifi failed me. But there was nothing I could do.

Even still. If you watch the show, and you hear that song, you will know what brings vast amounts of water to my cheeks and eyes.


I'm training in a newbie at my office today, so I'll have less time for forum updates.


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

Not allowed.


Human Wizard
Stat Mods:
Str-1, Dex+1, Con+1, Int+2, Wis 0, Cha 0. HP 19

Well we could always use a new player....


The water thing is a fear of mine that I add into a few of my rp characters, IMO it makes them a little more realistic and easy to keep up with what they do not like

She'll still go if ask she just will not enjoy it, I can remove it if you think it will cause unwanted problems


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

The only version of that song that I've heard that Aifric is quoting is 'The Derelict' by Abney Park. There may be others, but I should say... I like the band :p


Male Human (Were-Ape) Skirmisher / 1 / 7 XP

I don't know if I've actually heard the song in any version. I just remembered the line from reading Treasure Island as a kid. The Abney Park song is pretty cool. Better than other versions I'm listening to via Google.


Athena: No, I was just interested in your fear of water. You added it to add dimension to your character and I'd say you were successful. This next section of the tale may not be pleasant for you.

Everyone: Sorry I posted very little on Thursday/Friday, as I was sick.


Male Human (Were-Ape) Skirmisher / 1 / 7 XP

No apologies necessary. I hope you're feeling better now.


Human Wizard
Stat Mods:
Str-1, Dex+1, Con+1, Int+2, Wis 0, Cha 0. HP 19

Feeling a little railroaded and overshadowed by NPC's here.

This is a problem in High-magic games where the system does not set up the PC's to wield/access the same magic or resources as the NPC's.

Really wondering why an apparently very minor and powerless apprentice like Chaney (minor and powerless compared to the amount and power of magic being thrown about by Trembley/the king) should involve himself in things run by such extremely competent and magically blinged out folks.


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

I don't really feel overshadowed at all. I mean, just by say... rolling a spout lore, you could totally snatch the 'control' of the objects for yourself. It's an opportunity, really. Sure, they can detect things, open holes in the sea floor, what have you, but we're fighting a corrupt king. He has money. He may have no abilities of his own besides money to throw at a problem for all we know. Meanwhile, Mazatl is truly special, and can do things that aren't really common place. Being a wizard may well not be commonplace at all, either!

As for railroading... maybe. But I prefer a well-defined plot over a wide-open sandbox any day. And that doesn't mean you can't inform the foot of frogs what you'd rather be doing! :)

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