Dawn of Legends playtest scenarios (Inactive)

Game Master JamZilla

LINK TO FINAL CAMPAIGN DOC


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aka Razor

In frightful silence, Razor ignores her shredded flesh and simply advances in a spinning flurry of metal blades.

Step to T74

Claw: 1d20 + 11 + 2 ⇒ (10) + 11 + 2 = 23
slashing: 1d4 + 4 + 2 ⇒ (2) + 4 + 2 = 8

Claw: 1d20 + 11 + 2 ⇒ (14) + 11 + 2 = 27
slashing: 1d4 + 4 + 2 ⇒ (1) + 4 + 2 = 7

Foot Claw: 1d20 + 11 - 5 + 2 ⇒ (20) + 11 - 5 + 2 = 28
slashing: 1d4 + 4 + 2 ⇒ (1) + 4 + 2 = 7
Crit confirm?: 1d20 + 11 - 5 + 2 ⇒ (8) + 11 - 5 + 2 = 16
Crit damage: 1d4 + 4 + 2 ⇒ (2) + 4 + 2 = 8

Foot Claw: 1d20 + 11 - 5 + 2 ⇒ (15) + 11 - 5 + 2 = 23
slashing: 1d4 + 4 + 2 ⇒ (3) + 4 + 2 = 9

Elbow Blade: 1d20 + 11 - 5 + 2 ⇒ (13) + 11 - 5 + 2 = 21
slashing: 1d6 + 4 + 2 ⇒ (4) + 4 + 2 = 10

IIRC Klaw is human so Razor is using her favored enemy bonuses above, adjust as appropriate if he has an alternate history in the universe of Dawn of Legends!

Status: hp 24/70, Healing Touch: 0/30, Blessings 4/6


19 meets the DC Wurt so that's fine


Razor, Klaw is a human in the comics and in this but that might not always be the case. I tried to make Spider Gwen for example and had to do it as a mutant


Putting the last of Klaws goons down Ebon moves towards the final obstacle. "No more chances." He shouts as he jumps in the the air throwing punches towards claw as a ray of fire is unleashed and strikes him in the back.

Scoring Ray: 1d20 + 9 ⇒ (18) + 9 = 27
4d6 ⇒ (4, 3, 3, 2) = 12

Moving to X75 - How far up are they?


retired (playtest completed)

Wurt shifts and twirls and leaps into a spinning back flip, avoiding the bulk of Klaw's heavy attack. "Come now, Klaw, I've been shot with nerf guns that packed more punch than that!"
Wurt then wades in and continues to slash with Excalibur, either at the real Klaw or winnowing his illusory duplicates.

Excalibur: 1d20 + 14 ⇒ (7) + 14 = 21for: 1d8 + 13 ⇒ (8) + 13 = 21
Excalibur: 1d20 + 9 ⇒ (14) + 9 = 23for: 1d8 + 13 ⇒ (7) + 13 = 20

Status:

HP: 27/52
Resist 5: Cold, Electricity, Fire
AC: 18 (17 T / 12 FF)
Bal AC: 17 (12 FF)
CMD: 22
F/R/W: +4/+11/+4
Darkness remaining: 0/1
Charmed Life (+2 to a save) remaining: 3/4
Panache remaining: 3/4
Ki remaining: 2/7

Ongoing Effects
To hit: +6 BAB, +5 Dex, +1 Weapon Focus, +1 Swashbuckler Training, +1 enhancement bonus, +2 invisible
Damage: +5 Dex (slashing grace), +1 Swashbuckler Training, +1 enhancement bonus, +6 precise strike


Of all those attacks, Razor scored two hits against his AC of 25 and Ebon hit once

Mirror Image, Klaw is 1: 1d4 ⇒ 1 Hit
Mirror Image, Klaw is 1: 1d4 ⇒ 1 Hit
Mirror Image, Klaw is 1: 1d4 ⇒ 4 Miss

So Ebon's Scorching Ray hit an image instead.

Concussion to act this round


aka Razor

Unless I'm missing something, I think Klaw shouldn't have that many images after Razor's attack, mirror image states that if an attack misses by 5 or less then a figment is destroyed. So it would have gone 1 figment destroyed 2 hit 3 hit 4 figment destroyed 5 figment destroyed, which means Ebon's scorching ray stands a better chance of landing! Wurt's attacks would also have destroyed figments :)


retired (playtest completed)

Yeah! Snicker snack, baby! 'Pop!' go the images!


Inactive

Though she knows it's risky, Concussion isn't the type to hide for long - not while her friends are still fighting. Hoping to slow Klaw down so the others can finish him off she darts back out of cover and flings another small pellet that lands next to Klaw's feet and bursts, sending a spray of what looks and smells like greasy motor oil everywhere.

Current Status:

HP: 10/87 (while Raging)
HP: -8/69 (not Raging)
AC: 19
Rounds of Bloodrage Remaining: 6/17
Buffs Active: Barkskin, Enlarge Person, Expeditious Retreat, Long Arm
Blood of Life: Gain fast healing 1 while raging.

She'll move to X73 so she's got LoS and then 'cast' Grease; DC 14 Reflex save. I'd like to try and aim it to where it'll get where Klaw is standing but not impede Wurt and Razor moving up to swing at him next round.


1d20 ⇒ 1 Auto fail on a 1

Beset by Wurt and Razor, Klaw does not expect Concussion to trick him so effectively and he crashes down on his back.

Concentration check vs DC : 1d20 + 7 + 4 ⇒ (17) + 7 + 4 = 28

Suddenly, the prone Klaw disintegrates before your eyes, transforming his molecules into pure sounds waves that streak across the room and through the now open stern door.

His voice suddenly echoes through the hull with a slightly electronic buzz and you realise you hear it through a series of intercom speakers.

Be proud that you came this close, whoever you are. It's just a shame I couldn't take some of my men with me, it's so hard to find. he laughs. This vibranium is mine and I'm going to flood the market with it. Have you ever seen what a vibranium bullet can do - even to people like you? Well one day you just might find out!

As the stern door finally swings fully open you see a small, black submersible level bobbing on the surface of the water of the harbour some 50 feet away.

Round 6 - Heroes

Unless you pull off something amazingly cool in the next round, Klaw is going to submerge and escape.

But like any good villain, could return to plague the heroes...


retired (playtest completed)

50 feet away? Only water between us? hehehe - lol
Wurt shakes his head and vanishes in a puff of smoke only to appear atop the submersible across the water.

So, I can't see the map while I'm at the office, but Wurt can move up to twice his speed (I can burn a ki point to make that 120ft if 80ft isn't enough) across liquid of any type so long as he ends his movement on a surface that can support his weight. If that'll suffice, Wurt'll sprint across the waves and try to pop the hatch. In case you need a disable device check or some roll of the sort, here you go!

Disable Device?: 1d20 + 15 ⇒ (17) + 15 = 32

Status:

HP: 27/52
Resist 5: Cold, Electricity, Fire
AC: 18 (17 T / 12 FF)
Bal AC: 17 (12 FF)
CMD: 22
F/R/W: +4/+11/+4
Darkness remaining: 0/1
Charmed Life (+2 to a save) remaining: 3/4
Panache remaining: 3/4
Ki remaining: ??2 or 1??/7

Ongoing Effects
To hit: +6 BAB, +5 Dex, +1 Weapon Focus, +1 Swashbuckler Training, +1 enhancement bonus, +2 invisible
Damage: +5 Dex (slashing grace), +1 Swashbuckler Training, +1 enhancement bonus, +6 precise strike


Well the hatch would be locked from the inside but that's a pretty high disable device so that's fine.

As it stands Klaw is seated in the submersible, Wurt is standing on it's hull and the hatch is open. This is all 50ft away


Ebon runs after Klaw getting to the edge of the water he jumps.

Acrobatics: 1d20 + 20 + 20 ⇒ (17) + 20 + 20 = 57Ki point used

Landing next to Wurt.

Ok unsure of all this, if its 50 feet I can move 50 feet so double move to jump on top of it?


Yes you can on top of it with that jump


retired (playtest completed)

lol - you asked for heroics, JZ! =D


Well, you may or may not regret the decision that's the only thing. He's going to fight tooth and nail to get out now and Wurt at least isn't looking the healthiest.

But yes that's exactly the kind of awesome thing I hope for and expect in a supers game


Inactive

Round 6

Concussion's triumphant cheer dies almost immediately as Klaw somehow teleports himself into the waiting submersible. As Wurt follows suit and Ebon makes an impressive jump from the cargo ship to the sub, she glances at Razor and then chuckles.

"Guess we'd better catch up, huh? I'm pretty sure I'm not making that kind of a jump..."

As she now allows herself to shrink back down to size, she takes a step back and then takes a running leap out of the stern door and into the water.

Acrobatics: 1d20 + 16 ⇒ (17) + 16 = 33

Though she can't make it to the sub, it's still a pretty impressive leap! She bobs to the surface and sets her sights on the submersible ahead.

"But good thing I took swimming lessons as a kid!"

Swim Check (If Necessary): 1d20 + 9 ⇒ (19) + 9 = 28

Current Status:

HP: 11/87 (while Raging)
HP: -7/69 (not Raging)
AC: 19
Rounds of Bloodrage Remaining: 5/17
Buffs Active: Barkskin, Expeditious Retreat, Long Arm
Blood of Life: Gain fast healing 1 while raging.

Standard action to dismiss Enlarge Person and then a move action to run and leap into the water and start swimming if she can on this round. Heck, if Wurt and Ebon are going to be stubborn unto possible death then C might as well join in!


Razor?


aka Razor

Snarling in frustration as her prey escapes, Razor glances around in the vain hope there will be a jet ski or similar nearby.

Alas there is not, and she watches as Concussion attempts to swim out to the sub.

It'll be over by the time you get there you know... she snarks.


Round 7 - Enemy

Focussed now on escape more than vengeance on his enemies, Klaw simply snarls at the two 'heroes' on the hull of his submersible and reaches up to the hatch, slamming it shut once again where it's latches snap shut, sealing air tight.

He then hits a series of switches and the entire contraption begins descending, the water of the Cape Town Bay washing over the surface.

The submersible descends to a depth of 15ft in the first round, leaving Wurt and Ebon bobbing on the surface for now

Round 7 - Heroes


Ok let's call it there guys. That was a pretty good tests for me in a longer dungeon. Everything seemed to be working as it should from my perspective.]

Im still looking to get a game actually running from level one though if you guys are still up for that?


Venture-Agent, Play-by-Post

Delayed response but yes, I'd still be up for trying an official game if everyone else is :)


I'm also still up to play, I felt that went very well.

I guess we all need to think about what we're playing. I also need to reread the game documents, did you update it to include the new skills?


I think so. But I'll try to review it on the weekend


Razor, Wurt = still up for this?


Yup sure thing :)


male originally elf Sinister Villain 10 / PC Nemesis 10 / Memorable BBEG 5

I confess, I don't enjoy modern, super-hero games like this one nearly as much as the standard fantasy fare that Pathfinder and D&D typically provide.

If you guys know someone who this is totally their jam and they would love to dive in, I wouldn't mind giving up my seat at the table to someone who would really, really enjoy it.

Frankly, I'd probably just bail outright if I didn't like and enjoy JZ and the rest of you so much. You guys are awesome to play with, even if it isn't the sort of game I really gravitate toward. =)


No worries dude. Even if you don't play with us your builds and feedback have been invaluable in helping me sort a few things out.

I do know a couple of people who have registered an interest. In truth I think I will only be looking for one more player. Five or six gestalt characters just scares the Hell out of me as a GM trying to kep things a challenge!


male originally elf Sinister Villain 10 / PC Nemesis 10 / Memorable BBEG 5

As difficult as it is as a GM, I think bigger groups of baddies will aid you in this. I'd also recommend letting the Big Bads go twice every initiative cycle. I'd insist on that if you had a party of 6 gestalts running at your villains! =)


Yeah as much as you give extra levels and advanced templates and so on, it's the action economy that kills.

I think I will allow Big, BIG bads to go twice each initiative


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That's a shame Dal, really liked the characters you played and was looking forward to running around with you :)

I'm sticking with my monk/magus(Unsure on the magus side I didn't get to really use it) He's been leveled down to one, just need to double check on the design doc and look at the boons. We aren't using traits correct?

JZ are going to post it open to everyone or contact someone you know?


It seems a waste to put it out for recruitment for one place. What I mean by that is I already know a gestalt superhero game will attract a lot of attention and applications and to pick just one seems a little unfair on everyone else - especially when putting a character together based on the requirements for this game would be quite labour-intensive.


male originally elf Sinister Villain 10 / PC Nemesis 10 / Memorable BBEG 5

Yeah, as much as I love comics, turns out they just aren't my cup of tea for ttrpgs. But, like I said, you all as players and posters are awesome. If any of you ever have need of someone in a sword and sorcery game on the boards, hit me up =)

----

And just as a quick summary/critique, Brock was loads more fun than Wurt. Trying to shoehorn nightcrawler's mobility into a sub-level 12 character was a bit of a let down, especially with regard to vertical movement. I also think Brock's classes synergized exceedingly well together, more so than Wurt's by a fair stretch. For me, that made him both easier to play and more fun, despite the heavier bookkeeping that comes with mutagens and rages and changing size and all the various combinations thereof.

Bullets proved scary enough during this last test to leave me thinking ballistic armor of some kind is an absolute must.

Boons felt great and helped provide a thread to tie a character build together. I think you did an especially good job with these, JZ.

Automatic Bonus Progression was also super awesome. Really helped the characters feel like *they* were super rather than things they were wearing being where all the power and fun was coming from.

Both heroes felt hardy and durable, though Wurt's came more from just being invisible rather than from an abundance of HPs and defenses, which was suitable.

Didn't spend any Resources or Fame really, so not really sure what impact these might have long term. Maybe I could've had a grenade to drop down Klaw's hatch at the end there that would have changed things a little? =)


Venture-Agent, Play-by-Post

I had fun though I will admit that since I'm not a big consumer of comics and supers stuff that I feel a little more 'lost' when it comes to putting together a cool character. C was fun because I don't normally play AM BARBARIAN sorts of characters, but I do think I'll need to go for a character that's able to be a bit more versatile.

(Totally dig the bloodrager side though, I gotta make an actual PF bloodrager sometime!)

Bullets are definitely scary as hell! I agree that some sort of ballistic armor/'magic'/whatever is a must.

The boons seem fine to me and I really like ABP for any game, including this one. Not to mention there are still ways to get a 'gadgety' flavor for your character if you want, like the Occultist and their implements.

I'm still noodling around my Bard/Oracle idea I'd posted about last week; some sort of wannabe musician who battles her foes and helps her allies with her music...and also seems to be some sort of odd destructive/destruction magnet. I might just reuse the C alias for it, too :3


Have to say Dal, your lack of enthusiasm for the subject matter didn't stop you from showcasing great characters, bravo for diving in and RP'ing so well :)

I learned things about both the character builds and the system (firmly adding my support to LL and Ictoo around ouchy guns!) from each scenario, found the melee-focused Razor a little frustrating at times given most enemies were ranged and she had none. Perhaps she should have asked Concussion to throw her, fastball special style :p

I think I will return to Midnight for the actual game, keeping her kineticist side and giving up the brawler angle to try and find a better synergy and to boost her ranged and support capabilities rather than trying to do both melee and ranged well (which never work, even with gestalt!).

Still keen :D

LL: I like your musician concept :) Have you considered the Sound Striker bard archetype? (anyone else get the musician vibe from those two guys in Kung Fu Hustle when they first read that archetype!?)


From my perspective the guns were no more deadly than a shot from a bow, touch attack notwithstanding. The lack of range to return fire and then no reliable means of healing afterward seemed more of an issue.

I think Razor got shot 4 or 5 times in that scenario which is suitably heroic :)

Also, mitigating bullets through the use of ballistic armor choices should theoretically be ok. I am quite nervy of the high Dex + Mage Armour + Shield combo at level 1 though.

Anyway, all of that stuff is just details.

Also, I loved Kung Fu hustle. A Bard/Oracle is totally Dazzler by the way.


Venture-Agent, Play-by-Post

Actually yes, it was kinda what started me down the Boracle idea path in the first place! :D

Forgot to mention it earlier, but I kinda have to agree with JZ - open recruitment for one spot in a gestalt game is going to have a lot of fierce competition. It would probably be better to try and pull someone specific first before going that route.


LINK TO FINAL CAMPAIGN DOC


In other news, I'm really glad you won't be pursuing Razor, Fiendish. Those five attacks.... sheesh....

I could potentially open recruitment for maybe two people if we can't think of someone to join but I think that might be a significant undertaking.

On the other hand though I'd love to see what people made of the concept.

Let me know if you think you can recommend anyone and we'll go from there :)


Ha ha! And she didn't even get a chance to flank and employ her sneak attacks on those 5 blows ;P


Hey guys, I'll start making enquiries with a couple of people in joining this game over the next few days.

In the meantime, please think about:

-Your final character build
-Your background, answering questions like:
-Who are you?
-How did you get your powers?
-Where are you from?
-If you are an alien what is it like there?
-Why come to Earth?
-Are you a vigilante or government sanctioned?
-Why take up the mantle of a hero?
-Do people know who you are or do you operate in costume?
-What have you done in your career so far?
-Do you have family and do they know what you do?
-How do you live day to day? (i.e. you are still going to have bills to pay so how do you earn money? Are you self funded like Iron Man or do you have a day job like Peter Parker?)
-Both aliens and mutants are quite mistrusted in the current climate. Can you pass for human or are you proud of your heritage and willing to overcome prejudice?

I'm expecting some really cool backgrounds that will lead to amazing character interaction :)


aka Midnight - F Alien Kineticist/Paladin 3; hp 40; AC 20, T 13, FF 17, BAC 16; F +10|R +9|W +6; Init +3, Perception +6 Darkvision 60 ft
skills:
Diplomacy +7, Fly +9, Knowledge (meta) +6, Perception +6, Sense Motive +4
Max. burn 7, Fame: 4

OK I'll go first with a re-jigged Midnight :)

Fluff:

Under the wise guidance of a visionary leader, hundreds of years ago the Aurorans experienced a golden age of exploration, and were able to settle most of their home system, a sprawling civilisation of a dozen planets, asteroids and space stations. Forging peace treaties with their neighbors and pouring their resources in to civil works heralded an era of technological advancement and wonder.

All that came to an end when the visionary leader was assassinated by unknown parties and several different factions arose to try and assume his mantle. The resulting political and societal turbulence fractured the race and split them both geographically and ideologically. There are those who seek to continue the work of the visionary, maintaining the status quo, another who sees the visionary's work as a good start but who now want to capitalise on the advancements they've made to conquer other systems, and even those who wish to close their borders and become isolationist, eschewing the rest of the galaxy and its problems.

Originally not much more than an archaic holdover of the law from a more primitive time, the Peacekeeper corps was on the verge of being retired as a whole when the visionary was assassinated. Since then they have stepped up under the fierce and dedicated leadership of Grand Chancellor Marik to become a balancing force dedicated to enforcing peace and are possibly the only element in the current geo-political landscape preventing the situation escalating in to open conflict. Their black and red armor now stands as a symbol of discipline and calm, and where they broker peace deals, none dare break treaty for fear of the might of the whole corps coming crashing down on them. Thus far, the Grand Chancellor has played a clever game and not allowed any of the warring factions to gain the upper hand.

Born on a Peacekeeper asteroid colony-habitat, Melania lived her whole life inside a military paradigm. Marked from a young age as a candidate for the elite Special Tasks And Rescue unit, Melania was on the fast track to becoming one of the paragons of her race. Whilst every Auroran is able to manipulate ionic energy enough to escape gravity, she also has the one-in-a-million genetic quirk that allows her to channel that energy in other ways as well, making her a powerhouse of a peace officer. Passing her training with flying colours, her first assignment was as escort to a visiting dignitary that was meeting with the Grand Chancellor himself. Within a day of arrival, Melania was on the run in a damaged Peacekeeper Star Prowler, a cryptoquantum-locked filedrive clutched in one hand and the dignitary's dying words echoing around her head. Branded a traitor to her race with an alpha level capture notice hanging over her, she fled to the furthest reach of space the ship could manage.

Despite her story seeming writ large before her, to become one of the greatest Peacekeepers in history, Melania had stumbled on the greatest secret the Peacekeepers had; the Chancellor himself had been instrumental in the assassination of the visionary and had agents in every faction who's sole purpose was to keep them at odds with each other, enforcing the need for the Peacekeepers forever. Knowing that the Chancellor will never rest in his search for her and the proof she had in her possession, Melania has left everything she's ever known and is trying to find her feet on her own.

After plotting a course taking her through several wormholes to throw pursuit off her trail, her Prowler managed to limp in to Earth's solar system, its systems eventually failing as she tried to land in an unpopulated area off the Mediterranean coast. Knowing full well that Earth would have its own champions and defenders, she simply sat on the cockpit of her starfighter and waited to be picked up.

The need to be a part of a greater whole has driven her to work closely with the government, as she recognised the need for her to have friends in her new home, and that she too could make a positive difference to their world. She wouldn't call herself a hero, her understanding extends to her own strong sense of duty to do good, obey the law and for those who are strong to protect those who can't help themselves, and it is this that drives her. As a PR exercise, she has adopted a costume and a new identity, no-one aside from her government handler knows who she really is or where she has come from. And even then, they know only the briefest outline of the very dangerous truth.

She is a recent newcomer to the superhero scene, and has yet to do much of note. She wants to help where she can, but is not keen on becoming famous.

As Auroran eyes lack a distinct iris or pupil, her solid amethyst eyes make it impossible to pass as human, so she lives a somewhat public identity and tries to simply keep her head down wherever she can. Whilst she receives basic accommodation from the government as a part of her deal with them, she is currently looking at ways to get her own place, essentially a difficult proposition given her lack of a normal day job and desire to keep under the radar. In her leisure time she has greatly enjoyed learning about Earth's music (a far cry from the stark military-style anthems that passed for such that she heard back home), and whilst a somewhat niche and low-paying gig, she has no small amount of fame in some of the local clubs as a DJ.

Crunch:

Race: Auroran (12 RP)
Aberration (3 RP)
Darkvision 60 ft
Standard attributes (0 RP)
+2 CON, +2 CHA, -2 WIS
Aurorans are tough and friendly, but these qualities tend to make them lack common sense and as a race they have a low boredom threshold.
Flight (6 RP)
(40 ft, poor maneuverability)
Moon-Touched Damage Resistance (3 RP)
Members of this race gain DR 5/silver

Melania

*****
Melania Mezzanotte aka Midnight

F Extra-terrestrial (Auroran) LG Air Kineticist/Paladin 1

Languages: Common, Auroran

Init +3 = +3 (Dex)
Perception +4 = +1 (ranks) +3 (class skill) +0 (Wis)

DEFENSE
AC 20 =10 +3 (Dex) +6 (Armour) +1 (Natural) touch 13, flat-footed 17
Ballistic AC 16 =10 +3 (Dex) +3 (Armour) +0 dodge +0 deflection, flat-footed 13

HP 18 1d10 (class) +4 (Con) +3 (Toughness) +1 (FCB)

Fort +6 =2 (class 1) +4 (Con)
Ref +5 =2 (class 1) +3 (Dex)
Will +2 =2 (class 1) +0 (Wis)

CMD 14 = 10 +1 (BAB) +0 (Str) +3 (Dex)

OFFENSE
Speed 30' (40' flight, poor)
BAB +1
CMB +1 = 0 +1 (BAB) +0 (Str)

Peacekeeper gauntlet
Melee: Attack +1 = 1 (BAB) +0 (Str) Dmg 1d4 (20/x2)

Kinetic Blast: Air
Ranged: Attack +4 = 1 (BAB) +4 (Dex) Dmg 1d6+4+1 (20/x2) : 0 Burn

STATISTICS
S: 10 D: 16 C: 18 I: 10 W: 10 C: 15

SKILLS
Diplomacy +6 (1 ranks +3 class +2 attribute + Misc)
Fly +7 (1 ranks +3 class +3 attribute + Misc)
Perception +4 (1 ranks +3 class +0 attribute + Misc)
Sense Motive +4 (1 ranks +3 class +0 attribute + Misc)

SPECIAL ABILITIES
Trait (regional): Awakened from Stasis (only requires 2 hours of rest)
Tough as nails (starting boon): Toughness feat and +1 Natural armor
Darkvision (60 ft): You can see in the dark (black and white only).
FEAT (1): Point Blank Shot
FEAT (boon): Toughness

Weapon and armour proficiencies: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Aura of Good (Ex): The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

Smite Evil (Su): (1/day) A paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.

The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability.

Elemental focus (Su): Air

Kinetic Blast (Sp): Air Blast (1d6+4+1 bludgeoning)

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.

Wild talents

Infusion: Extended Range (form infusion: Level 1: Burn 1): Your kinetic blast can strike any target within 120 feet.

Utility: Basic aerokinesis: You can create a light breeze that blows against a creature or object from a direction of your choice that follows the target wherever it goes. The breeze grants the subject a +2 bonus on saves against very hot conditions, severe heat, breath weapons, and cloud vapors and gases (such as cloudkill, stinking cloud, and inhaled poisons). This wild talent doesn't function without air or while underwater. You can have only one such breeze active at any one time.

You can also use your aerokinesis to make it harder to detect you or others by scent. You can designate a number of creatures or objects equal to your Constitution bonus. These creatures and objects always count as being downwind for the purpose of determining the distance at which they can be detected by scent. This effect lasts for 1 hour or until you use basic aerokinesis again, whichever comes first.

Costume (reflavored breastplate)
+6 armor, +3 max dex, -4 ACP

Resource Points - 0


Fiendish this is great. Do you mind if I provide some feedback/suggestions?

1 - Where does the paladin element factor in? I'm assuming as the peacekeeper element? I'm just wondering if the fluff is there given the religious overtones or whether you might consider Inquisitor, Investigator, (unmounted) Cavalier or even Warpriest as more fitting classes to fit the theme?

2 - The backstory is great. How long have you been on Earth and do you have any intention of returning home?

3 - I'm sure it can be explored in gameplay RP but how did you come to work with the government? Also, would you mind if 'the government' was SHIELD? That would tie better into the world where they are trying to register heroes.

4 - In your backstory you come across as a real protege and if not high-ranking then powerful in comparison to your peers. Given that this game is going to start at level 1, you will be decidedly 'street-level' at the start. So what do you think of fluffing something like Earth's denser gravity has either had some effect on your power or otherwise you simply aren't as powerful in this environment as in your own - kind of like a reverse Krypton deal?

5 - The game starts in New York, Manhattan specifically, where the alien invasion of 2012 originated and was fought off by the Avengers. Why are you here? Is this just where you're based or have you been stationed here by SHIELD.

Overall this is awesome and she seems like she's going to be a really interesting character :)


aka Midnight - F Alien Kineticist/Paladin 3; hp 40; AC 20, T 13, FF 17, BAC 16; F +10|R +9|W +6; Init +3, Perception +6 Darkvision 60 ft
skills:
Diplomacy +7, Fly +9, Knowledge (meta) +6, Perception +6, Sense Motive +4
Max. burn 7, Fame: 4

Thanks JZ! Feedback always welcome :)

1 - The paladin = Peacekeeper is right on the mark. I've always been a paladin fan, but in this case the religious elements come from faith in a concept, of doing the right thing, rather than worship of a deity. I'm sure there are plenty of fighters in the Peacekeeper ranks, but for those dedicated enough (and with her genetic quirk handwaving additional abilities) I thought paladin a good fit. Also, paladin works very well mechanically when paired with the kineticist, fixing a couple of issues with the class as a whole (D8->D10 hp, Full BAB, all 3 good saves) that might make it competitive. I was tempted by Warpriest but it's very melee focused, whereas Midnight is definitely a ranged combatant.

2 - I was largely unsure of the actual nuts and bolts of this, so glad you have weighed in! I'd say she was fairly new to Earth as she's still learning about Earth culture, so let's say six months so she's had a bit of time to acclimatise, but is still a bit green and very inexperienced with this whole cape thing these humans have going right now. As for going home, right now she knows she'd disappear in to an interrogation cell and likely never come out. Until she is able to formulate a plan, decode the file she has that has all the proof, and figure a way of repairing her Prowler given the lack of Peacekeeper technology here on Earth, she's stuck. For now that suits her fine as emotionally she's still adjusting, her whole way of life having been whipped out from under her, and she needs to come to terms with how she feels versus what she knows.

3 - More than happy for the people that got to her first to have been SHIELD, and for her to be working with them. That actually works out better as thinking about it she might have been suspicious of a full on government approach, whereas SHIELD is a 'good' organisation with clear goals not muddied (too much!) by politics, so she would have felt more comfortable with them than any specific country. So SHIELD it is :)

4 - From a game perspective, Melania has potential in spades, but she's still green and 'fresh out of the academy'. It's also a good idea to say her physiology is still adjusting, and she will get more powerful as her body gets used to processing the different radiation found on Terra.

5 - Melania has no specific ties to anywhere on Earth, so good old NY works fine for her, and probably helps out more with her DJ'ing than being located in a less sophisticated city! I expect SHIELD wants to assign her somewhere they already know the 'gifted' landscape of, at least whilst they are learning about each other.

Looking forward to seeing what everyone else comes up with :D


Hi everyone! JZ invited me into the game, and I'm intrigued how this will work!

I'm not settled onto any concept yet, but I've got a few rolling around both from a mechanical or thematic standpoint:

Bladebound Magus/Witch - An ancient sword bestows powers on a person; really interesting if you can get Conductive on the sword to channel hexes; also possible to make a Winter Fey Knight with magus and Winter Witch

Sacred Fist Warpriest/Emperyal Sorceror or Paladin/Celestial Sorceror - Some sort of avenging archangel come to Earth

Shield Champion Brawler/Paladin - Straight up Captain America

Underground Chemist Rogue/Alchemist - Bombs/Alchemical weapons + sneak attack; Maybe a good guy version of the Green Goblin

Eldritch Scion Magus/? - Dunno, something to help the Eldritch Scion class work better

Gunslinger/Inquisitor - Punisher


Hey Tim, thanks for popping in :)

I think all of those concepts would work really well. Cap and the Punisher are two of my favourite Marvel heroes and I statted them both up for my own amusement as I was trying to work out some of the rules for this game.

For Cap I went with a Shield Champion Brawler/Slayer (for access to ranged weapon or shield style feats) and my Punisher also went Gunslinger/Inquisitor.

What I like about gestalt is that you can make some really interesting and fun combos but my job will be to keep things challenging because you can also make some absolutely crazy powerful characters.

I'm hoping this game will be a lot of fun though.


Venture-Agent, Play-by-Post

Hi Tim, good to have you here! :)


aka Midnight - F Alien Kineticist/Paladin 3; hp 40; AC 20, T 13, FF 17, BAC 16; F +10|R +9|W +6; Init +3, Perception +6 Darkvision 60 ft
skills:
Diplomacy +7, Fly +9, Knowledge (meta) +6, Perception +6, Sense Motive +4
Max. burn 7, Fame: 4

Welcome Tim!

Interesting trivia tidbit, you played Vesna Kania in the first PbP I ever played on these boards (I was the boreal sorcerer!), so technically hello again ;)

As for what concept to pick, I'd say you're spoilt by choice as it's such a rich genre. Typical party structure sort of goes out the window!

Midnight is a ranged striker. LL has suggested a Boracle, so support and magic. Ictoo is going monk/magus, so melee. I'd say it's pretty wide open right now, plenty of options and niches to fill!

Am I getting a Dresden/Knight of the Cross vibe from your first idea? The rest are good too :)

'Good Green Goblin' struck a chord for some reason, but then I actually quite liked Harry's heel-face turn in Spiderman 3, Peter's emo hair not withstanding :p

Plus always good to have two fliers so they can carry the other two if needed ;)

Anyway, welcome :D


Couldn't agree more with everything Midnight just said. Party structure is much less of a concern in a gestalt game and you can go a hundred different ways with your concept.

'Good Green Goblin' would definitely be interesting.


Venture-Agent, Play-by-Post

Pretty much what Midnight and JZ have said; the sky's the limit so go with whatever idea speaks to you! To elaborate a little more, I'm thinking a Bard (Sound Striker)/Oracle (probably Apocalypse mystery) which I'm told would make a good Dazzler-type character :)

(And speaking of, I will try and get C revamped and ready to go soon; I've got Tuesday & Wednesday off so hopefully that will give me enough time to get everything done.)

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