The Forgotten God (Table 2) (Inactive)

Game Master Rednal

Sevia, the Raven Queen and Keeper of Souls

Renchurch Abbey
Renchurch Cathedral


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Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

Alright so if I just withdraw the 10000gp I can keep it for later since there's nothing really immediate I need to buy. I'm assuming I don't need to rest to cast Heroism at least since I get a spell knowledge that doesn't count against my levels?

Also I should note the shadow doesn't have a +8 racial for perception, that was a misprint carry over from my familiar.

Right, speaking of. I need to allocate skill points. (+14)

Acrobatics +1, Bluff +1, Intimidate +1, Knowledge Arcana +4 Planes +2 Nature +2, Perception +1, Sense Motive +1, Spellcraft +1

Plus Favored Class bonus +1/2 resist energy.

Still thinking about my rogue talent and 2nd level spell. Are 3rd party rogue talents okay?


3rd Party rogue talents are accepted on a case-by-case basis - I need to know what they are and how they might impact your build before I can make a decision. ^^ You're always welcome to ask about any 3PP content that catches your eye.


Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

I was looking at Armor Mastery, same as the fighter's class ability. If I took Combat Trick -> Quick Draw could I retrieve items like rods/wands/staves faster as well?

I can take Improved Familiar but delay getting it right? Also, what happens to my old familiar?


Armor Mastery: Okay.

Combat Trick -> Quick Draw: No. The feat description specifically notes that "Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat." Staves, however, can be drawn quickly because they're also able to function like cudgels or quarterstaffs.

You can delay obtaining an improved familiar, yes. Typically, the old familiar leaves somehow - some people just have it go poof and vanish, though you could also formally release it from your service and gain a new familiar afterwards. (Though that might go a bit against the theme of the 'Raven Queen', who presumably likes ravens and might want to keep them... XD Still, I won't stop you from taking Improved Familiar.)


Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

Am I still 6th level until I rest?

Also my last post was assuming I can stealthily cast a spell. I assume vanishing in the middle of the common area would be highly suspicious so I cast invisibility on my familiar to follow Olvan (and my familiar is pretty intelligent by now).

Uh, if that's not allowed I'll think of something else then? I'm kind of hoping it is though.


You're Level 7 now.

Casting an invisibility spell where others could see it right before a big magical ceremony would be... less than wise, yeah. XD

That said, there are specific mechanical ways to do things like not obviously be casting - Metamagic, for example. Usually, magic must be cast with a strong voice and obvious gestures. The real issue is getting some of the benefits of specific feats essentially for free when the rules don't actively support it, and I don't think I'm prepared to allow easy hidden spellcasting, particularly because of the way that might impact future events. XD;

Fortunately, there are multiple solutions to problems - for example, you could cite a desire to look at the architecture of a real temple of Aroden, go outside, cast the spell, and have your familiar fly back in to do its thing while you hold the door open.


Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

Okay, so basically all that would alter from my previous post would be me walking outside before I cast that. I do remember you saying the front doors were open.


Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

Wasn't that a little fast? I thought I'd have a few hours to talk/explore this place.

Also, the 2nd spell I'm going to learn is See Invisibility. Still deciding on that Rogue Talent though.

Few other questions:

Regarding the message cantrip. After you designate someone as a recipient of the spell, is it possible to undesignated them? I want to switch between talking to Thangrim and Olvan if possible without having to recast the spell.

Do I need to conceal the items I mentioned in my post if I place them in my Handy Haversack? (can I hide them there?)

Can I sacrifice a standard action to use a swift? (I know you can't use a move action to use a swift)


Yeah, but you implied that something might go wrong. XD Specifically, they moved up the schedule in the hope that removing everyone else's time to prepare would render them unable to interfere with the ceremony. Also, it's a good thing Shield's invisible, huh?

Message, unfortunately, doesn't allow for swapping targets mid-spell. There are spells that allow for the target(s) to be changed after casting (this is a move action, when applicable), but these spells are specified as being able to do that in their descriptions. Worse, Message can't be dismissed, since it doesn't rely on ongoing concentration. o_O That's actually really inconvenient... and probably an intentional design choice to stop too much cantrip-powered mischief.

You can put items in your Handy Haversack (as long as they fit, of course), but note that they plan to take bags, too. Sleight of Hand - which you're already doing - works for hiding stuff.

You can't sacrifice a standard action to get a swift action, but it is possible to ready a swift action (giving you a narrow option for doing something if you can successfully predict what's happening). The game's balance generally assumes one swift action per turn, and there are too many ways it could be abused if people got more so easily. XD;

The soul gems are about a foot tall, so Epyon might have some trouble carrying more than one. (If you want to edit your plan somewhat to take that into account, that's fine.)


Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

Well you can always just recast Message, which would make the old one go away since spells don't stack. I mean, otherwise you could just cast message a bunch any get around the target limit.

Also, a foot tall? I thought you said these things were as big as sapphires?

By the way, when a spell says "must have line of sight" if you look away/avert gaze from the spell, does that count as not having line of sight? (basically be intentionally blind to avoid the spell if you're prepared)


Specifically, I said they were like "large and nearly flawless sapphires". I didn't give an actual measurement, since it didn't seem relevant at the time.

When it comes to spells with line of sight, the caster must be able to see the target (and not have anything in the way that would stop the spell from working, which does happen in rare circumstances). More specifically, you have to be looking when it goes off, since you designate the target(s) after the hand-waving mumbo jumbo bit. Unfortunately, that does stop one from looking away - ideally, you'd be casting it far enough away to avoid affecting yourself... though I'd probably make an exception for any spell that would normally have a negative effect on "anyone looking at it", since that obviously shouldn't include the caster. XD


Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

What I meant was, if I tell someone to look away, do they have to save? I mean, I know I can beat the save on my own spells as long as I don't roll a 1.


If you tell someone to look away, then no, they don't have to save. ^^


Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

I spring my plan into action! Man that was worth the set up.


Definitely a fairly fun setup. XD I'm looking forward to seeing how it all plays out.


Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

...Wut.

Mythic Tier 3
+5 HP
+2 Mythic Power
+1 Initiative
Recuperation
Path Ability - Fleet Warrior
Path Ability - Beyond Morality
Mythic Feat - Extra Path Ability (Mirror Dodge or Divine Source?)
Legendary Weapon - Extra Ability (Adroit?)

For Divine Source, if I grant domains do I get any benefits from the domains I select?


Divine Source works as described.

Quote:
Each day as a spell-like ability, you can cast one spell of each level equal to or less than your tier (selecting from those available to you from your divine source domains).

So the direct effects include up to nine spells/day.

And while NORMALLY you'd have to pick alignment domains, Beyond Morality means you no longer have an alignment... XD That said, given the nature of this game, I encourage selecting domains that match your divine theme.


Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

I guess I'll pick Divine Source then. Although mostly for the followers to benefit from it.

I'll pick the Darkness and Luck domains I think (although personally the travel domain looks better in terms of available spells, but it doesn't really fit my portfolio) But I don't get Blind Fight I guess...

I'm still considering the Legendary Weapon ability. I'd rather pick more power, but I can't. If I picked Adriot I'd go with Acrobatics (want to see me jump SUPER far?).


Powerful can be taken once for each time you take Legendary Item. Adroit can't be selected (the item needs to be able to augment skill checks), but Unyielding and Upgradable both work.

(If you feel like the ability selections are a bit limited, you're right. Most non-intelligent legendary weapons will end up looking pretty much identical. XD; I, for one, am hoping the Mythic Mania Hero's Handbook will be expanding on this and offering a nice selection of additional options.)


Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

Would I be allowed to substitute a power I select for my legendary weapon then with one that comes out with that Handbook then?

Also - question regarding the "Underhanded" rogue talent. To gain the benefit, is it necessary for any weapon to be hidden via Sleight of Hand, or can any weapon the opponent would be unaware of count?


The three Mythic Mania books will be legal for this game once released. ^^ Yes, you can swap in new legendary weapon abilities then (without the need to pay the retraining cost, either). The beta of the book will be out... soon-ish... and that'll help. I hope.

For Underhanded, yes, the weapon must be actively concealed via Sleight of Hand in order to gain its benefits.


I've been called for jury duty this week, so updates will be a bit slower starting tomorrow and lasting until I'm done (probably through Friday, potentially longer).


Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

If you're called to serve for a jury, just make sure to look up Jury Nullification and find someway to mention you know about it or say that you think a Jury has the right to rule against the law.

That'll get you removed lickity split.

Have fun with that though!


Hah! I've already studied up on that, actually - it's all kinds of interesting. Still, this would be my first time actually getting to serve on a jury, and I'd like to do it for the experience. ^^


Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

What does 'the usual means' entail?


Oh, y'know. The usual. Any method that normally allows contacting the divine - or their agents - will likely work. Worst-case scenario, you try calling up a planar being to go ask for you.


Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

Well, I mean. I know about commune. It's just that, 1) It's not on my spell list (which is admittedly by-passable) and 2) I'm my own deity...so...all that would happen would be I contact...me?

But I guess I'll look for some other spells that work I guess.


Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

Just realized that I could sell that necklace of fireballs and use that money to craft like 30+ fuse grenades. So 12d6 could be 90d6 (although I can't get more than 3 or 6d6 at once with grenades and they're action intensive)

If I cast fireball on a crate of grenades though, that would set them off right?


Iiiii'm gonna have to say 'no' on that one. XD; Mostly because of the potential for system abuse in what's already a high-powered game where the enemies have a hard time keeping up.


Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

Is Dimensional Portal a custom spell? I'm not familiar with it.


That was a description of what it does, not a spell name.


Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

Okay so...how accurate is it? Is it like Planar Shift? Gate? Can I specify myself to teleport to someone? Or does it have to be a location?


It will deposit you where you originally left the Material Plane.


Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

So, about my backstory. I think you mentioned that I wasn't suppose to know who actually betrayed me (in fact I'm pretty sure you were a little surprised that everyone seemed to write that in - but I don't recall you saying in the recruitment thread that we weren't suppose to).

How much of my backstory is 'accurate' then?


*Coughs* Yeah, I'd originally intended to make that discovery a major reveal in the campaign - I thought it would be more interesting for the players if your encounters with the servants of another god always had the thought of 'was this the one who betrayed me?' going through the back of your mind (since it wasn't necessarily an evil god who did it). That said, I did accept the backstory without demanding changes, and it would be fairly rude to suddenly deny thing at this point... so you can either keep your backstory as-is or voluntarily make it a mystery again and let me surprise you.


Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

Eeeehhhh...sure, why not? I'd rather go with what you originally planned and it already seems like a good set up.

Also - I'm making a couple assumptions about undeath here I'd just like to clear up. Basically, as I understand it, when you kill an intelligent undead it goes to the afterlife right? (I'm assuming the river of souls to be judged) But it's also possible to put them to rest (there is a more specific encounter in the Kingmaker AP where killing someone causes an undead who hated him to finally move on to the afterlife). So I assume that when I pact with the shadow he stays with me until I put him to rest or he's destroyed in combat. I'm not sure I can pick what afterlife it actually goes to, but whatever actions I take/ask it to take would probably influence that.


It depends on the type of undead you're talking about - namely, whether or not it has a soul. Intelligent things (objects, undead, whatever) without souls, when destroyed, simply cease existing as an independent entity. Those with souls would have said soul returned to the cycle, which in almost all cases means on to Pharasma for judgement. Your shadow servant is an undead with a soul.

Intelligent forces without souls usually tend to be magic-animated things of some kind, where the magic provides guidance, but doesn't give it a truly unique identity.

(Incidentally, in the cosmology of this game, intelligent things without souls can gain them. This usually happens by doing something that, for lack of a better word, is "human". That could include exhibiting genuine care and sympathy for something, performing a selfless deed, demonstrating any strong emotion, or even just caring about whether or not it has one - in which case the mere act of wanting it would give it one. Not all intelligent things are capable of gaining souls - magical animating forces might preclude this, for example - but it's usually possible. I should probably write up a more comprehensive guide to the cosmology's rules...)


Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

Holy crap, did you like just think that up? That does not seem like a small sidequest at all. What does it mean by the way when it said "There is no pact"?

Also, would I know of Acavna since I was around then?


Yes, you would know of Acavna - including her death, which was very much old news by the time you were struck down (given that you knew Aroden and all).

Also, consider this something of a future mission, not something you're expected to pursue right away. XD I'd say Level 12 or 13-ish is when it'll be more relevant, and among other things, it'll give your shade time to give some service before he gets his reward.

As for there being no pact, nobody remembers you. That includes things like ancient bargains and agreements. In some cases, it would be as if you simply hadn't joined in - others, where you were more of the primary party involved, might be forgotten entirely. To give an example...

Let's say there was some mortal who was chosen as an eternal guardian for some sacred spot - an old temple, say. When the curse of forgetting hit reality, the agreement the soul had (protecting that place in your name) would be forgotten, and their soul would be free to depart. It's a very nasty curse, and its nature is part of the cosmology of this game.


Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

The curse of forgetting wouldn't apply to gods would it?


It would, and did. That's actually a very important plot point, since its ramifications have driven quite a few of the developments you've seen.

(There are a few exceptions, of course. You were completely unaffected by the curse, and the reason behind that is fairly important. Major gods of the Dark Tapestry touch upon multiple realities at once, and so were unaffected... but they're also weird, alien beings to begin with, and generally don't care on the rare occasions they even notice something happened in the first place. Deities of a deeper level of reality, such as Death, are likewise untouched by curses of this level. It's the same principle that stops mortal magic from affecting most artifacts and lets mythic creatures ignore effects from non-mythic sources - lower levels of power can't affect higher ones.)


Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

So does that mean aside from a few weird gods, only Pharasma would know about me? Or not even her?

What would it take to break the curse?


Even Pharasma does not know you. As for breaking the curse, you'll have to discover that yourself - since overcoming it is meant to be one of your major goals within the game. XD Expect that to be part of the ending, likely happening at or shortly before you return to full divinity.


Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

Okay...so is there anything ELSE I should know about that I don't know of?


I was fairly sure we'd already been over the note that the whole "forgotten" thing is meant very literally. XD; That said, no, I don't think there's anything else you need to know about it - it's primarily setting and background information, not something that's truly integral to the plot, so you don't need to worry about the finer points of it unless you're honestly curious... in which case I can write up a more in-depth explanation of how all of this works.


Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

Definitely interested in that if you're offering. The more I know about setting information the less I'm confused about what's happening.


Juuuuust to make sure, you're looking for information about the place Fhanys went to? Big patch of darkness?


Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

Yeah.


Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

Does any gold I spend on things like Permanent Create Demiplane count against my WBL? What about funds from Andoran, how does that work? Also, if I cast a spell like that with Mythic Power, is there still a material cost?


Gold spent on demiplanes would indeed count against the wealth you receive - that's kind of the point - but it should be within your budget late in the game. You're... not really expected to be creating and manipulating demiplanes until fairly late in the game, and I don't plan to change that. Of course, you should have well above wealth by level at that point, too, so it'll be less of a true cost.

Funds from Andoran are primarily intended to be background wealth that supports the efforts of your church (as opposed to personal wealth that you can spend freely). Basically, they're a plot point.

Spells cast with Mythic Power still require expensive materials unless stated otherwise (i.e. Eschew Materials still works, as would any other power that lets you ignore components).

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