Dawn of Legends (A Legacy of Failure) (Inactive)

Game Master JamZilla

Train!

Rolls sheet


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Male Human aka Ebon - Human, Monk/Magus 6 | hp 64 | F+8 R+8 W+11 | AC K 22 E 20 | Init +6 | Perc +14

I did mean 'shield' as a spell - I assume it was lumped in with mage armour and it's replacement and taken out.

There is loads of ways to get mage armour and shield in normal pathfinder. It's very extreme, I have a monk in my home game that runs with mage armour potion, shield from an alchemist and then bark skin from this power while being Dex based.

I understand how it gets out of control and why JZ didn't want it to happen in this game, where it could get worse with gastalt. I have taken shield out from my first level spell, but wasn't sure what to change it with.


Plant Brawler/Sorcerer 6 | HP: 76/76; | AC 20/20; | Fort:+11; Ref:+8; Will:+7 | Resist: Cold 5, Acid 5 | Vulnerable: Fire | Immune: Mind-Effecting, Paralysis, Poison, Polymorph, Sleep, Stun | Low-Light Vision; Perc.+11; Init +2

RE: My mage armor swap out, I'm thinking Adhesive Spittle. I'd flavor it as reaching out with a clump of vines rather than spitting, but since it results in the entangle condition, I think it fits nicely.


By the way, I am in a couple of games with Midnight but have not heard from her in any of them.

There's no danger of her spot in this game or anything like that, just hoping she is suddenly very busy and that we hear from her soon.


Male Human Mesmerist - Bard 6 INIT +1, PPT+10, FORT +5, REF +7,WILL +15,CMB+4, CMD +16,BA +4,AC 17,EAC 15, T 11, FF 15 HP 45
GM-JZ wrote:

By the way, I am in a couple of games with Midnight but have not heard from her in any of them.

There's no danger of her spot in this game or anything like that, just hoping she is suddenly very busy and that we hear from her soon.

Aye, hope she is ok and as you say she’s just got busy due to the time of year.

Dark Archive

Lady Luck: F CG Sylph Rogue/Magus/Witch(6) | HP: 39 | KAC:23* | EAC:22 | F:5 R:8 W:8 | CMD: 22 | Init: 4 | Per: 17* | Speed: 35' | Darkvision: 60' | Fame: 6 | Arcane Pool: 8 | Magus Spells: | 1st: 5 | 2nd: 3 | Witch Spells: | 1st: 8 | 2nd: 7 | 3rd: 4 |

Aye, holiday season is always a little inconsistent.


Plant Brawler/Sorcerer 6 | HP: 76/76; | AC 20/20; | Fort:+11; Ref:+8; Will:+7 | Resist: Cold 5, Acid 5 | Vulnerable: Fire | Immune: Mind-Effecting, Paralysis, Poison, Polymorph, Sleep, Stun | Low-Light Vision; Perc.+11; Init +2

Shucks, I'd been hoping to delay any "locked chain" encounters until my 5th level ability comes online:
At 5th level, as a swift action a steel-breaker can observe a creature or object to find its weak point by succeeding at a Wisdom check, adding her brawler level against a DC of 10 + the object’s hardness or the target’s CR. If it succeeds, the steel-breaker gains a +2 bonus on attack rolls until the end of her turn, and any attacks she makes until the end of her turn ignore the creature or object’s DR or hardness.

I guess though, if we survive, it'll play nicely into the story as an adaption/evolution :D


Male Human aka Ebon - Human, Monk/Magus 6 | hp 64 | F+8 R+8 W+11 | AC K 22 E 20 | Init +6 | Perc +14

I hope to punch doors down one day to Spore.


You should aim your sights higher Ebon - like punching this train to a halt.


Plant Brawler/Sorcerer 6 | HP: 76/76; | AC 20/20; | Fort:+11; Ref:+8; Will:+7 | Resist: Cold 5, Acid 5 | Vulnerable: Fire | Immune: Mind-Effecting, Paralysis, Poison, Polymorph, Sleep, Stun | Low-Light Vision; Perc.+11; Init +2

hope everyone enjoyed the holidays so far! One more to go! (and NYE is pretty close to the top of my list! :D)


Yep all good thanks Spore

I promise I will get this rolling again soon, just need to get these festivities out of the way :)

I've been back in work this week too and it's surprising how things can build up even when the whole office is shut for Christmas :/


Tomorrow this will restart.

I think something has happened to Midnight unfortunately so Ill look to sideline the character shortly :(


Guys I have a huge piece of work I need to do tonight, will update this tomorrow. Apologies for the delay


Male Human Mesmerist - Bard 6 INIT +1, PPT+10, FORT +5, REF +7,WILL +15,CMB+4, CMD +16,BA +4,AC 17,EAC 15, T 11, FF 15 HP 45

No problem j :)


aka Napalm, Mutant (half-orc) Alchemist/Rogue (hp 45/45; F+8, R+11*, W+7* | KAC 19/15/15; EAC 18/15/14 | Init +4 | Perception +10*, Sense Motive +10)
Dex Mutagen:
F+8, R+13*, W+6* | KAC 22/15/18; EAC 21/15/17 | Init +6 | Perception +9*, SM +9

I'm traveling internationally tomorrow. I will likely be out of pocket until Friday. Feel free to bot Napalm.

Dark Archive

Lady Luck: F CG Sylph Rogue/Magus/Witch(6) | HP: 39 | KAC:23* | EAC:22 | F:5 R:8 W:8 | CMD: 22 | Init: 4 | Per: 17* | Speed: 35' | Darkvision: 60' | Fame: 6 | Arcane Pool: 8 | Magus Spells: | 1st: 5 | 2nd: 3 | Witch Spells: | 1st: 8 | 2nd: 7 | 3rd: 4 |

Sorry, quite ill for a few days, pulling out of it now.


Plant Brawler/Sorcerer 6 | HP: 76/76; | AC 20/20; | Fort:+11; Ref:+8; Will:+7 | Resist: Cold 5, Acid 5 | Vulnerable: Fire | Immune: Mind-Effecting, Paralysis, Poison, Polymorph, Sleep, Stun | Low-Light Vision; Perc.+11; Init +2

Hope you feel better!


Glad to hear you are on the mend, Trystt


Hey guys, if anyone is interested there is quite a fun-looking Iron Gods game recruiting Here


Plant Brawler/Sorcerer 6 | HP: 76/76; | AC 20/20; | Fort:+11; Ref:+8; Will:+7 | Resist: Cold 5, Acid 5 | Vulnerable: Fire | Immune: Mind-Effecting, Paralysis, Poison, Polymorph, Sleep, Stun | Low-Light Vision; Perc.+11; Init +2

That was a fun combat!

Tracking the differences between Spore and Ebon in that encounter was pretty cool. Ebon managed to dodge/deflect more attacks, but over the 5 rounds, Spore healed back 15 damage, more or less negating one of the big hits he took.

Ebon managed to deal significantly more damage (partly because he was able to close the distance much faster and get to use full attacks/ki attacks before Spore could) but Spore will be back at 100% HP for the next battle w/o having to use limited resources to heal, meaning he'll be able to continue HP-tanking.

When we're dealing with enemies that don't exclusively use area attacks, being able to draw attention and absorb attacks will be even better, as it'll let more potent damage dealers stay up for longer.

I like the dichotomy. Good combat, everyone!
:D


Plant Brawler/Sorcerer 6 | HP: 76/76; | AC 20/20; | Fort:+11; Ref:+8; Will:+7 | Resist: Cold 5, Acid 5 | Vulnerable: Fire | Immune: Mind-Effecting, Paralysis, Poison, Polymorph, Sleep, Stun | Low-Light Vision; Perc.+11; Init +2

Any word from Midnight? Should we keep interacting with her in this scene, or send her back to tell SHIELD we're onto something and bring in the cavalry? IIRC, we were investigating bc nobody else had any sure bets, right?


I haven't heard from Midnight since before Christmas, sadly. Nor has she been heard from in any other game I am aware of.

But I'm going to be sidelining the character in this scene (shortly) so we can move on and know where we stand :)


Plant Brawler/Sorcerer 6 | HP: 76/76; | AC 20/20; | Fort:+11; Ref:+8; Will:+7 | Resist: Cold 5, Acid 5 | Vulnerable: Fire | Immune: Mind-Effecting, Paralysis, Poison, Polymorph, Sleep, Stun | Low-Light Vision; Perc.+11; Init +2

I'm absolutely dying laughing that Midnight's phone wasn't on vibrate.


It's easy for these things to slip your mind when you've got to balance being a heroine and looking good.


Male Human aka Ebon - Human, Monk/Magus 6 | hp 64 | F+8 R+8 W+11 | AC K 22 E 20 | Init +6 | Perc +14

Very funny, and some cool plot coming out now.


Plant Brawler/Sorcerer 6 | HP: 76/76; | AC 20/20; | Fort:+11; Ref:+8; Will:+7 | Resist: Cold 5, Acid 5 | Vulnerable: Fire | Immune: Mind-Effecting, Paralysis, Poison, Polymorph, Sleep, Stun | Low-Light Vision; Perc.+11; Init +2

Seeing 'Black Panther' today! No spoilers, I promise!


Ebon and I saw it Tuesday, I'd be very interested in what you think Spore :)


Everyone may LEVEL UP!


Oh and you also get an additional 6 resource points ;)

Dark Archive

Lady Luck: F CG Sylph Rogue/Magus/Witch(6) | HP: 39 | KAC:23* | EAC:22 | F:5 R:8 W:8 | CMD: 22 | Init: 4 | Per: 17* | Speed: 35' | Darkvision: 60' | Fame: 6 | Arcane Pool: 8 | Magus Spells: | 1st: 5 | 2nd: 3 | Witch Spells: | 1st: 8 | 2nd: 7 | 3rd: 4 |

And 1 fame from leveling?

What a tease... witch says 3rd level spells, sorcerer template says, "Nyet!"


And one Fame also, yes. But that's a little rulest that I may well drop anyway Trystt :)


Male Human Mesmerist - Bard 6 INIT +1, PPT+10, FORT +5, REF +7,WILL +15,CMB+4, CMD +16,BA +4,AC 17,EAC 15, T 11, FF 15 HP 45

What do we do with resource points? Remind me please :)

Dark Archive

Lady Luck: F CG Sylph Rogue/Magus/Witch(6) | HP: 39 | KAC:23* | EAC:22 | F:5 R:8 W:8 | CMD: 22 | Init: 4 | Per: 17* | Speed: 35' | Darkvision: 60' | Fame: 6 | Arcane Pool: 8 | Magus Spells: | 1st: 5 | 2nd: 3 | Witch Spells: | 1st: 8 | 2nd: 7 | 3rd: 4 |

Rather than tracking every piece of gold, or more real world currency in this system, heroes will instead acquire Resource Points. These are an abstract that can represent anything from earnings from a business or job held by the heroes when they are not fighting crime, to personal weatlh, connections to the black market underworld, government backing or any number of other things. The added benefit of this system is that it introduces a level of roleplaying to the wealth system.

During a scenario, heroes may come across items and equipment from fallen enemies. As with the PFS system, these items can be used immediately but upon completion of the scenario (which may be at the GM’s discretion) the hero must pay a number of resource points that equals or exceeds the original purchase cost of the item in order to keep it. Consumable items never have to be paid for in this way however, heroes are free to keep them and use them when they see fit but equally they cannot then sell them later.

Each RP is generally valued to the equivalent of 375gp although heroes may petition the GM to increase that value in certain circumstances. For example, a White E-pick (an item from the PF Technology Guide that grants a +2 competence bonus on Disable Device checks against electronic devices) costs 400gp. If a hero wished to acquire this but only had one RP to spend, it would be at the GM’s discretion to allow it or not and the GM may call for additional checks or roleplay in order to obtain it.

Resource Points can be saved and pooled by heroes and can also be spent on benefits other than material possessions. However, these additional benefits, and whether you can access them or not, is dependent on the hero’s Fame (or Infamy if you are a Supervillain)


Plant Brawler/Sorcerer 6 | HP: 76/76; | AC 20/20; | Fort:+11; Ref:+8; Will:+7 | Resist: Cold 5, Acid 5 | Vulnerable: Fire | Immune: Mind-Effecting, Paralysis, Poison, Polymorph, Sleep, Stun | Low-Light Vision; Perc.+11; Init +2

Each is approximately 375 gp, feel free to spend on story-appropriate items you could acquire through some means, whether it's SHIELD, recovered loot from missions, the black market, or otherwise.

Dark Archive

Lady Luck: F CG Sylph Rogue/Magus/Witch(6) | HP: 39 | KAC:23* | EAC:22 | F:5 R:8 W:8 | CMD: 22 | Init: 4 | Per: 17* | Speed: 35' | Darkvision: 60' | Fame: 6 | Arcane Pool: 8 | Magus Spells: | 1st: 5 | 2nd: 3 | Witch Spells: | 1st: 8 | 2nd: 7 | 3rd: 4 |

Classes: Magus/Witch

HP: +6

Fort: +1

BAB: +1

Feat: Accursed Hex

Magus Hex: Soothsaying

Magus Spells: Blindness/Deafness, Glitterdust

Witch Spells: Communal Mount

Skills: +8(2+Int(5)+Boon(1))


The train will be at the point in Publisher's plans in a little less than 11 hours

EDIT: posted this from my phone but decided not to change the brilliant autocorrect :)


Male Human Mesmerist - Bard 6 INIT +1, PPT+10, FORT +5, REF +7,WILL +15,CMB+4, CMD +16,BA +4,AC 17,EAC 15, T 11, FF 15 HP 45

Ahh I see.... thanks for that guys


Plant Brawler/Sorcerer 6 | HP: 76/76; | AC 20/20; | Fort:+11; Ref:+8; Will:+7 | Resist: Cold 5, Acid 5 | Vulnerable: Fire | Immune: Mind-Effecting, Paralysis, Poison, Polymorph, Sleep, Stun | Low-Light Vision; Perc.+11; Init +2

11 hours to get to Virginia from NYC is very doable, especially late at night. Who's ready for a road trip?

(Spore neither owns a car, nor can drive tho, sorry...)

edit: don't forget your ABP deflection bonus at level 5!


Superhero road trip will be fun


aka Napalm, Mutant (half-orc) Alchemist/Rogue (hp 45/45; F+8, R+11*, W+7* | KAC 19/15/15; EAC 18/15/14 | Init +4 | Perception +10*, Sense Motive +10)
Dex Mutagen:
F+8, R+13*, W+6* | KAC 22/15/18; EAC 21/15/17 | Init +6 | Perception +9*, SM +9

Level 5!

Class Alchemist/URogue

hp 6

Feat Master Alchemist: Create alchemical items 10x as fast.

Skills Acrobatics, Computers, Culture, Engineering, Life Science, Medicine, Perception, Physical Science, Sense Motive (x2), Stealth, Knowledge (Meta)

Alchemist Abilities
+1 formula (False Life)
Bombs increase to 3d6

Rogue Abilities
Sneak attack goes to 3d6
Rogue's Edge (Stealth) - 5 ranks: Decreases sniping penalty by 10 (to -10)

Pretty much pure power at this level. Napalm's bombs hit harder and he gets to create alchemical items at superhuman speed. For Rogue's Edge, I kept it to the skills that were retained. Besides, sniping probably makes sense for Napalm. I thought about Sense Motive or Heal (Medicine), but the real power for Sense Motive doesn't kick in until 10th, and we have decent healers in the group.

Also, I'm headed on a trip for a week and a half, then going on vacation after that. I should be able to post, but it may not be regularly. It may also be hard to edit Napalm's sheet in time.


Plant Brawler/Sorcerer 6 | HP: 76/76; | AC 20/20; | Fort:+11; Ref:+8; Will:+7 | Resist: Cold 5, Acid 5 | Vulnerable: Fire | Immune: Mind-Effecting, Paralysis, Poison, Polymorph, Sleep, Stun | Low-Light Vision; Perc.+11; Init +2

Hrm, so I'm looking at spell selection for 5th level and I'm realizing that there's some funky overlaps in my bloodline spells and the way we've retooled weapons/armor.

As I recall, we brought in the Starfinder 'Resistant Armor' spell series as level 2/4/6 spells and removed Mage Armor. At 5th level, I'm supposed to pick a level 2 bloodline spell: either 'Barkskin' or 'Resist Energy'.

I guess my questions are:
-Do we want to keep these (and other) armor/resist spells in the game, or just use the Resistant Armor ones?

if we do keep them in...

-Would Natural Armor bonus add to EAC, KAC, or both?

-Is getting resist 10 to one energy type equally balanced against getting resist 5 to two energy types? I'm assuming there's more energy damage than 'usual' with the retooled Starfinder weapons, but that's just coming from my gut. (Resist Energy & Lesser Resistant Armor are both level 2, 10 min/level spells)


I think we are going to stick with the resistance line.

The side benefit of this is that eventually you will get natural armour bonuses from automatic bonus progression anyway.

As for resistance 10 or 5/5 I guess it is your choice between specialising in one energy type or being less resistant to a broader range of damage types.


Plant Brawler/Sorcerer 6 | HP: 76/76; | AC 20/20; | Fort:+11; Ref:+8; Will:+7 | Resist: Cold 5, Acid 5 | Vulnerable: Fire | Immune: Mind-Effecting, Paralysis, Poison, Polymorph, Sleep, Stun | Low-Light Vision; Perc.+11; Init +2

Spore Level Up:

General:
+1 BAB/CMB/CMD; no change to saves

HP:
+6 from HD, +1 Favored Class Bonus, +4 CON

Skills:
+1 rank each to Life Science, Mysticism, Perception, and Survival

Feats:
Level 5 Feat: Improved Sunder
Brawler Bonus Feat: Combat Reflexes

Class Feature:
Exploit Weakness (swift action to make a WIS check vs a target to ignore hardness/DR for that round)

Spells:
+1 Level 1 Spell Known: "Longarm" (min/level buff to increase reach; this fits Spore very well, I think.)
+1 Level 2 Spell Known (Bloodline): "Resist Energy" (if I understood correctly, we're removing Barkskin and keeping in Resist Energy, so this is my only option for a bloodline spell, which is fine. If didn't interpret that right and we're removing Resist Energy too, just lemme know.)
+1 Level 2 Spell Known: "Lesser Resistant Armor" (More Defense!)

A.B.P.:
+1 Deflection to AC

Gear:
Keen Waveblade (costs 2305 gp with ABP)


Male Human Mesmerist - Bard 6 INIT +1, PPT+10, FORT +5, REF +7,WILL +15,CMB+4, CMD +16,BA +4,AC 17,EAC 15, T 11, FF 15 HP 45

Level 5
Spells learned
Bard - borrow skill
Blood biography

Mesmerist
Mirror image
Feat - improved iron will
Skills updated in stat block


aka Napalm, Mutant (half-orc) Alchemist/Rogue (hp 45/45; F+8, R+11*, W+7* | KAC 19/15/15; EAC 18/15/14 | Init +4 | Perception +10*, Sense Motive +10)
Dex Mutagen:
F+8, R+13*, W+6* | KAC 22/15/18; EAC 21/15/17 | Init +6 | Perception +9*, SM +9

Ok, finally back at my laptop and I can fully level up Napalm.

So we're eliminating Barkskin for the Resistant Armor line of spells. The lesser is at Level 3 in Starfinder. Are we ruling that lower? Also, did we ever decide about the Shield spell? Even if we only allow +4 to KAC, it would still be good.

I'm considering Invisibility, False Life, Alter Self, or Protection from Arrows as my new formula. Protection from arrows might just be abusive in this game. Unless read differently, it would protect Napalm from all gunfire for hours.

Dark Archive

Lady Luck: F CG Sylph Rogue/Magus/Witch(6) | HP: 39 | KAC:23* | EAC:22 | F:5 R:8 W:8 | CMD: 22 | Init: 4 | Per: 17* | Speed: 35' | Darkvision: 60' | Fame: 6 | Arcane Pool: 8 | Magus Spells: | 1st: 5 | 2nd: 3 | Witch Spells: | 1st: 8 | 2nd: 7 | 3rd: 4 |
Lucas Lee wrote:
So we're eliminating Barkskin for the Resistant Armor line of spells. The lesser is at Level 3 in Starfinder. Are we ruling that lower?

GM-JZ said it was cool if we did 2/4/6.


Plant Brawler/Sorcerer 6 | HP: 76/76; | AC 20/20; | Fort:+11; Ref:+8; Will:+7 | Resist: Cold 5, Acid 5 | Vulnerable: Fire | Immune: Mind-Effecting, Paralysis, Poison, Polymorph, Sleep, Stun | Low-Light Vision; Perc.+11; Init +2

I don't know that we decided on Shield, but I think Starfinder got rid of mundane shields, soooo we should be careful about reintroducing Shield bonuses to AC, since it'll decrease dpr which was probably balanced around AC & SF armor.


Plant Brawler/Sorcerer 6 | HP: 76/76; | AC 20/20; | Fort:+11; Ref:+8; Will:+7 | Resist: Cold 5, Acid 5 | Vulnerable: Fire | Immune: Mind-Effecting, Paralysis, Poison, Polymorph, Sleep, Stun | Low-Light Vision; Perc.+11; Init +2

So uhh, what does falling off a train do to a person?


Male Human aka Ebon - Human, Monk/Magus 6 | hp 64 | F+8 R+8 W+11 | AC K 22 E 20 | Init +6 | Perc +14

That's the one thing I didn't want to happen, Let's hope you bust us in and we won't have to all roll bad and fall off.

Dark Archive

Lady Luck: F CG Sylph Rogue/Magus/Witch(6) | HP: 39 | KAC:23* | EAC:22 | F:5 R:8 W:8 | CMD: 22 | Init: 4 | Per: 17* | Speed: 35' | Darkvision: 60' | Fame: 6 | Arcane Pool: 8 | Magus Spells: | 1st: 5 | 2nd: 3 | Witch Spells: | 1st: 8 | 2nd: 7 | 3rd: 4 |

I had that whole post typed, hit preview.... and the site went down for maintenance. Thankfully, I had Ctrl-C'ed it. Whew....


Plant Brawler/Sorcerer 6 | HP: 76/76; | AC 20/20; | Fort:+11; Ref:+8; Will:+7 | Resist: Cold 5, Acid 5 | Vulnerable: Fire | Immune: Mind-Effecting, Paralysis, Poison, Polymorph, Sleep, Stun | Low-Light Vision; Perc.+11; Init +2

whoops, rushed that last post and sent through a couple of typos. sorry, folks!

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