Legendary Planet - an Adventure beyond this World

Game Master Zesdead

The 'Legendary Planet' Adventure Path from Legendary Games.

Book 2, 'The Scavenged Codex'

...in which our heroes, seeking an ancient artefact, arrive upon Rythes...

Party Health
Zoreck the Unclean: 63/63HP (nil Temp HP), 3 Hero Points
Rikkan Anardi: 47/47 HP, 3 Hero Points
Drancis Mordaron: 50/54 HP, 6NL, 3 Hero Points
Ravboom: 22/50HP, 3 Hero Points
Palomia Kasic: 48/48HP, 3 Hero Points
Relas: 42/42HP

List of technological, phantasmagorical and arcane wonders... plus some junk.

Maps
Rythes
St. Albats - the Underneath


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Male Half-Elf Mythic (Marshal) Skald (Fated Champion) 6 - 52/52 HP - 18/17 AC; 12/11 T; 16/15 FF - Fort +8; Ref +4; Will +6/+8 - Initiative +5 - Perception +11 - Low-light Vision - RS 24/24 - Surge 1d6 - MP 5/5 - 1st 4/4, 2nd 2/2

Hey Zed, will there be a chance for Locke to upgrade armour and such things soon? As a Skald I'd like to grab medium armour and perhaps aim for a different weapon.


Male Ratfolk Mythic (Trickster 1) Preservationist 5 | AC (22)18/15/15 | HP 47/47 | F+7,R+8,W+3 | (+2 on saves vs. poison) | Init. +3 | Perc. + 11 | 20' Movement | Darkvision | 5/5 Hero points | 10 bombs a day | 5 Mythic power uses per day

I'd bet there's some loot ahead of us. I feel pretty underequipped for 3rd level right now, so I'd say it's just around the corner.


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...yep, without revealing too much, you're not that far off from discovering a new world, new civilisations, to boldly go where no GM Zed game has been before... and the pace of the game will definitely allow trading in stuff and re-provisioning / re-equipping.


Female Android Mythic (Guardian) Paladin 3 - 11/33 HP - 17 AC; 9 T; 18 FF - Fort +8; Ref +3; Will +5 - Initiative +2 - Perception +4

Even a second arm!?


Status: NONE Male Human Mythic (Trickster) Kineticist 6; hp 54/54 +6 temp hp; AC 17, T 12, FF 15 ; Init +1; F+9, R +7, W +4; Perc +10
Resources:
Burn 0/6; Buffer 1/1; Surge 5/5; Hero Point: 3

Drancis Level Up 3 (Kineticist)
Feat: Precise Shot
+5 HP (+3 CON) = 27 hp total
+1 BAB
+1 Will save
Skills: +6 (Bluff, Heal, Knowledge Dungeoneering, Knowledge Engineering, Perception, Stealth)
Elemental Overflow (Ex) +1
Infusion: Foe Throw


Drancis Mordaron wrote:

Drancis Level Up 3 (Kineticist)

+5 HP (+3 CON) = 29 hp total

Do you mean 27 total? You were on 19HP at Level 2 so plus 8 takes you to 27... unless there's favoured class and other stuff in there?

Shieldmaiden Illonna wrote:
Even a second arm!?

You never know!!!


Status: NONE Male Human Mythic (Trickster) Kineticist 6; hp 54/54 +6 temp hp; AC 17, T 12, FF 15 ; Init +1; F+9, R +7, W +4; Perc +10
Resources:
Burn 0/6; Buffer 1/1; Surge 5/5; Hero Point: 3
GM Zed wrote:
Drancis Mordaron wrote:

Drancis Level Up 3 (Kineticist)

+5 HP (+3 CON) = 29 hp total

Do you mean 27 total? You were on 19HP at Level 2 so plus 8 takes you to 27... unless there's favoured class and other stuff in there?

Sorry I meant to type 27 HP there. Fixed.


Male Ratfolk Mythic (Trickster 1) Preservationist 5 | AC (22)18/15/15 | HP 47/47 | F+7,R+8,W+3 | (+2 on saves vs. poison) | Init. +3 | Perc. + 11 | 20' Movement | Darkvision | 5/5 Hero points | 10 bombs a day | 5 Mythic power uses per day

Before we get ahead of ourselves, we need to divvy up the items and potions we just found. I'd say the paladin gets at least one of the CLW potions and the Aegis of Recovery, assuming that will work for an android.

Everyone else needs to pick a potion, the spur gun, and the composite longbow. We've finally hit some good stuff!


Female Android Mythic (Guardian) Paladin 3 - 11/33 HP - 17 AC; 9 T; 18 FF - Fort +8; Ref +3; Will +5 - Initiative +2 - Perception +4

The aegis is definitely welcome with how often I go down. Though the saving throw bonus doesn't help me much. I can't use the gun or bow, but I'd take a second potion.


Male Half-Elf Mythic (Marshal) Skald (Fated Champion) 6 - 52/52 HP - 18/17 AC; 12/11 T; 16/15 FF - Fort +8; Ref +4; Will +6/+8 - Initiative +5 - Perception +11 - Low-light Vision - RS 24/24 - Surge 1d6 - MP 5/5 - 1st 4/4, 2nd 2/2

Can anyone else make much use of the Longbow? I suppose Zoreck could, but he has his gun. Illonna unfortunately does not currently have an arm with which to draw it. No point for Drancis to take it and neither Astraea or Rikkan has proficiency. So I suppose it falls to Locke for now?


Male Ratfolk Mythic (Trickster 1) Preservationist 5 | AC (22)18/15/15 | HP 47/47 | F+7,R+8,W+3 | (+2 on saves vs. poison) | Init. +3 | Perc. + 11 | 20' Movement | Darkvision | 5/5 Hero points | 10 bombs a day | 5 Mythic power uses per day

It's yours, Locke! Kick much butt with it.

Question: What did we ultimately decide the nonproficiency penalty was for one of the spur guns? If it's -4, it might be worth me taking as a backup when my bombs are gone. If it's more than that, I probably wouldn't ever hit with it anyway.


Status: NONE Male Human Mythic (Trickster) Kineticist 6; hp 54/54 +6 temp hp; AC 17, T 12, FF 15 ; Init +1; F+9, R +7, W +4; Perc +10
Resources:
Burn 0/6; Buffer 1/1; Surge 5/5; Hero Point: 3

I think Drancis would claim just one potion of CLW, leaving the other two with Illonna. I don't think he needs any of the other loot items we found.


F Aasimar Oracle (Stargazer) 3 | Hierophant Tier 1 | hp 26 | AC 14/t11/ff13 | F+3, R+3, W+6 | Init.+3 | Perception+10, Darkvision 30ft.

Woot woot! Levelin' up now. Got some tough choices to make, so this might take a while.


F Aasimar Oracle (Stargazer) 3 | Hierophant Tier 1 | hp 26 | AC 14/t11/ff13 | F+3, R+3, W+6 | Init.+3 | Perception+10, Darkvision 30ft.

Guys, I hate to reopen the longbow wound here, but what if I took Martial Weapon Proficiency: Longbow as my feat at this level...? My Dex bonus is only +1 but it'd at least give me reliable ranged damage to contribute with. That said, I'd want you guys' opinion on that before doing it. Or maybe I should get a feat to learn how to use that spur rifle...?

Yeah, I'm having a hard time picking a feat.


Female Android Mythic (Guardian) Paladin 3 - 11/33 HP - 17 AC; 9 T; 18 FF - Fort +8; Ref +3; Will +5 - Initiative +2 - Perception +4

If you're trying to get weapon profs I honestly think it'd be better to dip into a class. It just seems silly to sink an entire feat on only one proficiency. Paladin is probably the best to synergize with oracle.

The War Blessing feat is pretty good if you wanted to pick up some weird abilities.


F Aasimar Oracle (Stargazer) 3 | Hierophant Tier 1 | hp 26 | AC 14/t11/ff13 | F+3, R+3, W+6 | Init.+3 | Perception+10, Darkvision 30ft.

That's true, and now that I'm more awake and looking into it properly I can see that'd be a waste. I was thinking about multiclassing at one point, but oracles have that slightly-delayed spell level progression like sorcerers and I really want me some second-level spells sooner rather than later, so... I think I'm gonna stick to the path. Hopefully my new spells and revelations will make me a little more useful in a fight from here on out.

I realize now that the Heavens Mystery spell list is slightly gimped by the Stargazer archetype, as it loses most of the illusion (pattern) bonus spells it would normally receive as mystery bonuses, which would normally benefit greatly from the Awesome Display revelation. And being mostly-blind restricts my range with Spray of Shooting Stars. :\ Well, it may not be the world's most effective build, but I shall make it work, dangit!

I do get glitterdust next level, by the way, which is probably my favorite spell in the game.


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Enormous Radioactive Monster - - hp tons/tons - - AC nuh-uh I got forcefield

Level Up Completed! Astraea is now an Oracle (Stargazer) 3.

-HP goes up by 6 (5 from HD plus 1 CON) to a total of 22 maximum hit points.
-BAB +1 (yes!)
-FORT and REF saves go up by 1 each, plus with the ABP resistance bonus, that's ANOTHER +1 to all three saves.
-I get a new Revelation. I went with Interstellar Void in an effort to expand my combat options.
-I get one extra Lv1 Spell per day, and I learned 1 new spell as well: burning disarm, as Rikkan suggested, and I think it'll work out well since we've faced a lot of creatures holding weaponry so far. I can now cast 6 Lv1 Spells each day.
-I got 6 skill points this level, not counting the 2 for Background Skills. I also put my Favored Class Bonus into skills this level for a total of 7 points. I put ranks in Diplomacy (+12/+13), Heal (+6), Knowledge Nature (+6), Knowledge Religion (+6), Perception (+10), Spellcraft (+8) and Survival (+6). Mostly trying to get ranks into all my class skills now. I also put my Background Skill points into my same two options to bump them both up to +8s.
-Finally, I get a feat this level. I took Extra Revelation again and picked up Spray of Shooting Stars for a bit of damage, even if my curse means I can't take full advantage of its range just yet.

So, between the new spell and both new revelations, I now have three new offensive options. Hooray! All of them are limited-use, but since I'm also on buffing and healing duties, I think I'll be okay. Let me know if anyone sees any discrepancies.

As for the loot from earlier, I'd be happy to take the potion of tongues, and I'll carry the other one (remove disease?) if nobody else wants it.


Status: NONE Male Human Mythic (Trickster) Kineticist 6; hp 54/54 +6 temp hp; AC 17, T 12, FF 15 ; Init +1; F+9, R +7, W +4; Perc +10
Resources:
Burn 0/6; Buffer 1/1; Surge 5/5; Hero Point: 3

Oof, I forgot to pick Drancis's Background Skills for Leveling up. Just for simplicity's sake, he will increase both Profession (Architect) and Sleight of Hand.


Male Half-Elf Mythic (Marshal) Skald (Fated Champion) 6 - 52/52 HP - 18/17 AC; 12/11 T; 16/15 FF - Fort +8; Ref +4; Will +6/+8 - Initiative +5 - Perception +11 - Low-light Vision - RS 24/24 - Surge 1d6 - MP 5/5 - 1st 4/4, 2nd 2/2

As Locke is becoming a Skald I am considering taking the Lesser Spirit or Lesser Beast Totem rage power. Either of which will also help Rikkan and Astraea have some more use when they run low on their abilities. I realized that raging song might not always be taken by everyone but with careful choice of rage powers I can give others reasons to accept it sometimes.


Rikkan, the penalty for using the Spur Rifles (classified as an exotic weapon) is -4… the ‘Far-Flung Gladiator’ trait (taken by Zoreck) reduces this penalty (for Spur Rifles and any other Exotic Weapons that you come across) to -2.


Male Ratfolk Mythic (Trickster 1) Preservationist 5 | AC (22)18/15/15 | HP 47/47 | F+7,R+8,W+3 | (+2 on saves vs. poison) | Init. +3 | Perc. + 11 | 20' Movement | Darkvision | 5/5 Hero points | 10 bombs a day | 5 Mythic power uses per day

Is it ok if Rikkan carries that spur rifle then?


There's probably been enough Spur Rifles used in fights with the Klaven that anyone who wants one can lay claim to one... note that each rifle has a magazine of six spurs and, thus far, you haven't seen any unused / fresh magazines.


Male human Mythic (Champion 1) Barbarian (Unchained Savage Technologist) 5/Gunslinger 1
Stats:
hp 63/63 | AC 18 (touch 14; FF 14) | Init +5 | Per +12 | Fort +8; Ref +8; Will +6 (+8 raging)

Okay: Leveled up!

Highlights:

hp: 30
BAB: +3
New Feat: Precise Shot
New Class ability: Sword and Gun
Rage: 8 rounds/day

Check out Zoreck's Profile for full details.


Male Half-Elf Mythic (Marshal) Skald (Fated Champion) 6 - 52/52 HP - 18/17 AC; 12/11 T; 16/15 FF - Fort +8; Ref +4; Will +6/+8 - Initiative +5 - Perception +11 - Low-light Vision - RS 24/24 - Surge 1d6 - MP 5/5 - 1st 4/4, 2nd 2/2

Locke is almost entirely converted to Skald now. He still has to pick some spells and which skill to put his skill focus feat in (or perhaps to take Ancestral Weapon Mastery instead?) as well as his first rage power. He will be looking for some medium armour and either a shield or a two handed weapon the next chance he gets!

He is also quite a bit tankier now, and will continue to be so when I take Skald's Vigor at level 5.


Male human Mythic (Champion 1) Barbarian (Unchained Savage Technologist) 5/Gunslinger 1
Stats:
hp 63/63 | AC 18 (touch 14; FF 14) | Init +5 | Per +12 | Fort +8; Ref +8; Will +6 (+8 raging)

Zed: Can I make a quick retcon for Zoreck's L3 skill distributions? I'd like to put 1 rank into Linguistics to learn Ultari. Let's say he's been working with Andretta during rest periods.


Male Half-Elf Mythic (Marshal) Skald (Fated Champion) 6 - 52/52 HP - 18/17 AC; 12/11 T; 16/15 FF - Fort +8; Ref +4; Will +6/+8 - Initiative +5 - Perception +11 - Low-light Vision - RS 24/24 - Surge 1d6 - MP 5/5 - 1st 4/4, 2nd 2/2

I was actually going to ask the same thing, since Locke already gained a rudimentary understading from Xenopidgin I figured picking up the language should be possible.


No problem... it makes sense that Andretta and / or BR-N3R will have provided those friends who are interested with a preliminary understanding of the language.


Male human Mythic (Champion 1) Barbarian (Unchained Savage Technologist) 5/Gunslinger 1
Stats:
hp 63/63 | AC 18 (touch 14; FF 14) | Init +5 | Per +12 | Fort +8; Ref +8; Will +6 (+8 raging)

I know I just started playing again, but tomorrow I'm flying out to Los Angeles for a few days. After tonight, I will likely not be posting again until Monday. (I've never been to California before-- I'm really looking forward to this trip!)


F Aasimar Oracle (Stargazer) 3 | Hierophant Tier 1 | hp 26 | AC 14/t11/ff13 | F+3, R+3, W+6 | Init.+3 | Perception+10, Darkvision 30ft.

I'll be at DragonCon from today through Monday, so I apologize in advance if my access to the boards is limited. I'll try to keep an eye on things here anyway, but I wanted to warn everybody ahead of time!


Update coming tomorrow morning UK time - you've reached a fairly crucial part of the adventure and I'd like a little bit of clear time to get a decent GM post up.


Folks, I am travelling between the UK and France today / tomorrow so will have limited availability to post... we are still waiting for Zoreck so, given my unavailability, I'm giving him another 24h (give or take) before I GMPC him and get the party started!!!


Female Android Mythic (Guardian) Paladin 3 - 11/33 HP - 17 AC; 9 T; 18 FF - Fort +8; Ref +3; Will +5 - Initiative +2 - Perception +4

If I use a swift to Lay on Hands myself do I lose the staggered condition and get to take the rest of my turn?


Shieldmaiden Illonna wrote:
If I use a swift to Lay on Hands myself do I lose the staggered condition and get to take the rest of my turn?

...you are staggered and therefore slower to move through this turn... but a Swift Action for LoH will remove your Disabled / Staggered condition and I've got no problem with you having the rest of a normal turn.


Status: NONE Male Human Mythic (Trickster) Kineticist 6; hp 54/54 +6 temp hp; AC 17, T 12, FF 15 ; Init +1; F+9, R +7, W +4; Perc +10
Resources:
Burn 0/6; Buffer 1/1; Surge 5/5; Hero Point: 3

Well guys, I think it is important we are all on the same page here as I believe the Gate is about to go...nuclear here, he he. I think Zoreck has the right idea in jumping through the gate now. I don't think it (or Garsilt station for that matter) will be here next round.

Thoughts? Do you think there is any time left to prevent the collapse of the Gate?


Female Android Mythic (Guardian) Paladin 3 - 11/33 HP - 17 AC; 9 T; 18 FF - Fort +8; Ref +3; Will +5 - Initiative +2 - Perception +4

I'm going through the gate this round. Just need a chance to write up a good post. There's still a Klaven in front of me, right?


Male Half-Elf Mythic (Marshal) Skald (Fated Champion) 6 - 52/52 HP - 18/17 AC; 12/11 T; 16/15 FF - Fort +8; Ref +4; Will +6/+8 - Initiative +5 - Perception +11 - Low-light Vision - RS 24/24 - Surge 1d6 - MP 5/5 - 1st 4/4, 2nd 2/2

Yeah, I guess we don't have much choice anymore do we? I'll go through too if I can get this Klaven out of the way.


Female Android Mythic (Guardian) Paladin 3 - 11/33 HP - 17 AC; 9 T; 18 FF - Fort +8; Ref +3; Will +5 - Initiative +2 - Perception +4

19 on my bull rush attempt...that's cutting it close. The Klaven would need a CMD of 14 or less I think.


Shieldmaiden Illonna wrote:
19 on my bull rush attempt...that's cutting it close. The Klaven would need a CMD of 14 or less I think.

Yeah, following the rules, die rolls and stats, you would have just missed on your attempt... but the Rule of Cool wins out every time in such circumstances!!!

......

Also... Congratulations!!! not only have you all escaped a terrible fate at the Garsilt Research Facility, you have also, the moment that you stepped through the gate, awoken a sleeping potential within yourselves... Each of you gains a Mythic Tier!!! Note that the Mythic Feat associated with this Mythic Tier is automatically selected for you as below:

Morphic Nature
Each time you traverse an interplanetary gate, you automatically adapt and acclimate to a new world.
Benefit: When passing through an interplanetary gate, you experience an instantaneous and permanent physical transformation to facilitate survival on a new world. This includes environmental compatibility with the local atmosphere (as determined by the planetary atmosphere at the time of the gate’s crafting, but not the ability to survive in a hard vacuum). You also acclimate to local diseases, such that you still prove susceptible to disease, but retain no special vulnerability to alien pathogens on other worlds. You also learn the rudiments of the local Common language, speaking, reading, and writing a passable dialect (though this may not become evident until interacting with a given world’s native inhabitants). When you pass through a gate to another planet, these benefits are lost or exchanged for acclimation to the new world.

I am going to assume it will take you a couple of days to work out which mythic path you'll take... so that's probably your jobs for the weekend... and we'll pick up the story proper on Monday / Tuesday.


Male Ratfolk Mythic (Trickster 1) Preservationist 5 | AC (22)18/15/15 | HP 47/47 | F+7,R+8,W+3 | (+2 on saves vs. poison) | Init. +3 | Perc. + 11 | 20' Movement | Darkvision | 5/5 Hero points | 10 bombs a day | 5 Mythic power uses per day

Woot! We survived!

That is a really cool idea for a mythic feat. I hadn't even thought about us environmentally in a different world! That's awesome.

I'll try and get Rikkan ready this weekend.


Male human Mythic (Champion 1) Barbarian (Unchained Savage Technologist) 5/Gunslinger 1
Stats:
hp 63/63 | AC 18 (touch 14; FF 14) | Init +5 | Per +12 | Fort +8; Ref +8; Will +6 (+8 raging)

I've already got mine!

Mythic Path: Champion

Champion's Strike: Distant Barrage

Path Ability: Mythic Rage

I'll update Zoreck's profile over the weekend.


Male Ratfolk Mythic (Trickster 1) Preservationist 5 | AC (22)18/15/15 | HP 47/47 | F+7,R+8,W+3 | (+2 on saves vs. poison) | Init. +3 | Perc. + 11 | 20' Movement | Darkvision | 5/5 Hero points | 10 bombs a day | 5 Mythic power uses per day

I think I'm going with the Trickster path.

Trickster attack is Deadly Throw.

Path ability is Assured Drinker to let me quickly chug those extracts.

At least those are my initial thoughts.


Male Half-Elf Mythic (Marshal) Skald (Fated Champion) 6 - 52/52 HP - 18/17 AC; 12/11 T; 16/15 FF - Fort +8; Ref +4; Will +6/+8 - Initiative +5 - Perception +11 - Low-light Vision - RS 24/24 - Surge 1d6 - MP 5/5 - 1st 4/4, 2nd 2/2

Yeah that mythic feat is super cool. I hope we end up in all kinds of interesting worlds that make our character's bodies transform in weird ways, haha.

Before doing too much research I am leaning toward Marshal for my path as Locke fits the role well, but I will look over powers and the like first.


Status: NONE Male Human Mythic (Trickster) Kineticist 6; hp 54/54 +6 temp hp; AC 17, T 12, FF 15 ; Init +1; F+9, R +7, W +4; Perc +10
Resources:
Burn 0/6; Buffer 1/1; Surge 5/5; Hero Point: 3

Yes we did survive...though it was touch and go there for a moment there, he he.

As for Drancis' Mythic Tier abilities, since he has an Occult class Paizo has no set rules for them. I will see about finding a third-party supplement for him, though it may take some time.


Drancis Mordaron wrote:

Yes we did survive...though it was touch and go there for a moment there, he he.

As for Drancis' Mythic Tier abilities, since he has an Occult class Paizo has no set rules for them. I will see about finding a third-party supplement for him, though it may take some time.

Hmmmm, that's an interesting conundrum... reading around, I found someone who has run an Aether Kineticist as:

'I did a layout of the build. Champion and trickster will provide nice versatility by upping kinetic blast damage on ranged attacks and champion will provide greater accuracy with successive melee attacks. Sudden strike and fleet charge will mean my kinetic weapon will have a lot of use. With path dabbling i plan on taking the guardian fast healing ability as an emergency backup for when my hp approaches my nonlethal total. I'm excited to see my mythic aether kineticist in action! Thank you to everyone for your advice and thoughts.'

Of course, don't forget we won't be going full bore with Mythic... I think the folks at Legendary Games are thinking it will max out around four or five...

If you do find something 3pp, then please run it past me before setting your heart on it.


Male Half-Elf Mythic (Marshal) Skald (Fated Champion) 6 - 52/52 HP - 18/17 AC; 12/11 T; 16/15 FF - Fort +8; Ref +4; Will +6/+8 - Initiative +5 - Perception +11 - Low-light Vision - RS 24/24 - Surge 1d6 - MP 5/5 - 1st 4/4, 2nd 2/2

Would you allow the Marshal's Lightning Performance to work the same way on Raging Song?


Status: NONE Male Human Mythic (Trickster) Kineticist 6; hp 54/54 +6 temp hp; AC 17, T 12, FF 15 ; Init +1; F+9, R +7, W +4; Perc +10
Resources:
Burn 0/6; Buffer 1/1; Surge 5/5; Hero Point: 3
GM Zed wrote:

Hmmmm, that's an interesting conundrum... reading around, I found someone who has run an Aether Kineticist as:

'I did a layout of the build. Champion and trickster will provide nice versatility by upping kinetic blast damage on ranged attacks and champion will provide greater accuracy with successive melee attacks. Sudden strike and fleet charge will mean my kinetic weapon will have a lot of use. With path dabbling i plan on taking the guardian fast healing ability as an emergency backup for when my hp approaches my nonlethal total. I'm excited to see my mythic aether kineticist in action! Thank you to everyone for your advice and thoughts.'

Of course, don't forget we won't be going full bore with Mythic... I think the folks at Legendary Games are thinking it will max out around four or five...

If you do find something 3pp, then please run it past me before setting your heart on it.

Funny you should mention Legendary Games, as I did see a cool sourcebook they put out: Mythic Heroes Handbook. It does have the Psionic/Occultist path detailed (called Overmind) which sounds like it would be right up Drancis' alley!

I will check out the current Mythic Paths first, as the build you mentioned could also work for him.


Drancis Mordaron wrote:

Funny you should mention Legendary Games, as I did see a cool sourcebook they put out: Mythic Heroes Handbook. It does have the Psionic/Occultist path detailed (called Overmind) which sounds like it would be right up Drancis' alley!

I will check out the current Mythic Paths first, as the build you mentioned could also work for him.

I have the Mythic Heroes Handbook... if you do want to go down the Overmind route, then we could take a look at that.

Edit: although having looked at it, it does seem to be heavily geared towards the Dreamscarred Press version of Psionics... on a first look, I'm not 100% sure there is much for a kineticist in there...


Locke Lestrange wrote:
Would you allow the Marshal's Lightning Performance to work the same way on Raging Song?

Yep, that sounds entirely sensible...


Status: NONE Male Human Mythic (Trickster) Kineticist 6; hp 54/54 +6 temp hp; AC 17, T 12, FF 15 ; Init +1; F+9, R +7, W +4; Perc +10
Resources:
Burn 0/6; Buffer 1/1; Surge 5/5; Hero Point: 3
GM Zed wrote:

I have the Mythic Heroes Handbook... if you do want to go down the Overmind route, then we could take a look at that.

Edit: although having looked at it, it does seem to be heavily geared towards the Dreamscarred Press version of Psionics... on a first look, I'm not 100% sure there is much for a kineticist in there...

OK, I will just stick with the Trickster path then.

Trickster Attack: Deadly Throw.

Path ability: Ricochet.

A clarification please: Will Drancis be able to use these Mythic abilities with his Kinetic Blast ability?


Male Half-Elf Mythic (Marshal) Skald (Fated Champion) 6 - 52/52 HP - 18/17 AC; 12/11 T; 16/15 FF - Fort +8; Ref +4; Will +6/+8 - Initiative +5 - Perception +11 - Low-light Vision - RS 24/24 - Surge 1d6 - MP 5/5 - 1st 4/4, 2nd 2/2
GM Zed wrote:
Locke Lestrange wrote:
Would you allow the Marshal's Lightning Performance to work the same way on Raging Song?
Yep, that sounds entirely sensible...

All right cool. It seems these paths are very much geared toward the core and base classes, so I may have similar questions in the future when choosing powers and feats. (Though I certainly want that Mythic Power Attack one day!)

I am thinking Marshal Path

Marshal's Order: Rally

Path Ability: Lightning Performance

I am hoping to pick up a Falchion or Greatsword the next chance I get to increase my damage output.

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