Trapped Beyond Time - A Mythic Gestalt Dungeoncrawl (Inactive)

Game Master Rednal

Stabbing monsters in the face since 2014 - Roll20 Map


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Glad to hear it! Looking forward to hearing who's being set up to get killed!


Don't worry. Death is transient in the greater scheme of things.


1 person marked this as a favorite.

Still hoping.


Ah, drat- it's been VERY busy, but I haven't forgotten about you guys! DX

I think I'll go with Tieja, as this party really needs trapfinding. However, you need to review the rules on building Gestalt characters. You don't add together things like Save bonuses or skill points - you only take the highest from among your classes at a given level.

We'll also need to work on formatting, but I think that's something I actually need to talk to all three of the players here about. Focus on fixing your math for now, and I'll help you with the formatting later.

---

The rest of you, thank you for applying!


Congratulations and good luck!


And now for more recruiting!

*Coughs*

Fortunately, this game is good at getting new characters in. However, requirements are a bit different this time.

We need an Arcane/Skill Monkey character. Anyone interested?


Definitely dotting for interest. I'm thinking Cryptic/Psion. Spells and skills. I'll definitely have trapfinding.

Is it still level 3/Tier 1?

Scarab Sages

As a note, the party druid/monk has trap finding, so the skill monkey does not have to have this (although it would probably not hurt).


I might be interested. Probably play an Unchained Rogue//Something Else, thinking Magus? What does the rest of the party look like?


Interesting... but there are a lot of ways to go with Arcane. Does the party need another Archmage, or would a Marshall/Guardian/Champion be more appropriate?

And what sort of "skill monkey" skills are needed by the party? I'm considering Witch crossed with Bloodrager/Ranger/Lore Warden, but the Bloodrager option (with Scarred Witch Doctor) would only be clocking in around 7-8 skill points/level (with knowledge decent but not great), while Witch/Ranger would get around 12-13.

If knowledge is more the party's jam, Bloodrager/Lore Oracle could be another option, getting massive bonuses to every int-based skill but mediocre outside of that.

EDIT: Actually, hmm... any interest in a Skald? Skald/Witch could be a really neat combo, with a lot of arcane spells, but it only makes sense if people think they'd benefit from Raging Song.


Even with Mythic Mania, I'm not sure you could manage three different paths. XD

In terms of skills, disable device is an important one. Knowledge of languages is good, as is climbing (there are usually walls you can scale) and anything else needed for a dungeon. Otherwise, general dexterity and utility are good.

I suppose it's best to simply remember that these dungeons are randomly generated, and they don't account for things like perfect skill balance per level. Some traps will be easy, others will be horrible, and it's generally best to be prepared for anything.


I meant "Marshall or Guardian or Champion." If climbing is important, that gives me everything I need—Arcane Bloodrager gets near-permanent Spider Climb at level 4.

How much does backstory/fluff matter in a game like this? I've got a Scarred Witch Doctor/Trap from a level 2 game who'd fit well the role I have in mind, and I could use his backstory/personality, etc.


Backstory is minimal, but I encourage having at least some kind of personality and character traits so you'll like the character more. ^^


If with the amount of stabbing mentioned in the first post here nobody has submitted and played a two-weapon fighter/rogue dual-wielding 2 shortspears for maximized stabbing purposes, then i'll be very disappointed.

On another note, I would usually be interested, but just got accepted in 2 games and don't want to overextend. But dotting in for future recruitments.


Alright, this is thunderbeard—finished building my character.

Kwale is extremely arcane (full caster + half-caster), although he specializes in battlefield debuffs and control, as Mad Magic + Bloodrage gives his spells some massively high DCs. Once he hits Tier 2, he'll be able to use his hexes with Amazing Initiative, which will let him combine some excellent buffs/debuffs with continued spellcasting or attacking. As a witch/bloodrager, he adds some new spell lists to the party's repertoire, including some extra healing/skill buffs.

As a Dual-Path Guardian and a full BAB attacker with Combat Reflexes, he provides a reasonable amount of "reach weapon shield" to defend the party. Arcane Bloodline gives some neat tricks, like the ability to spider climb whenever raging at level 4, and should provide enough bonus combat feats to let him focus on spell-boosting ones. Also, he's pretty darn tough.

He only gets 8 skill points per level, which isn't amazing, but it's enough to pull off good pretty Disable, Intimidate, and a handful of the other most important skills (picking up more knowledge and whatnot at later levels).

Dark Archive

Still interested from previous recruitment. Resubmitting:

Male Tiefling Arcanist/Rogue

Arcane skill monkey. those boxes are CHECKED!

teleporting, sneak attacking, trapfinding, crafting?, skills galore!

If accepted, I can get the crunch updated quickly


Okay, here's Agthra, Female Blue Cryptic/Psion.

stats:

Agthra
Female blue cryptic 3/psion 3/gestalt 3 (Ultimate Psionics 35, 49)
N Small humanoid (goblinoid)
Hero Points 3
Init +3; Senses alertness, darkvision 60 ft.; Perception +10
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Defense
--------------------
AC 19, touch 15, flat-footed 16 (+4 armor, +1 deflection, +3 Dex, +1 size)
hp 33 (3d8+9)
Fort +4, Ref +6, Will +3
Defensive Abilities evasion
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Offense
--------------------
Speed 30 ft.
Melee dagger +2 (1d3-1/19-20)
Ranged disrupt pattern +6 (1d6+9+1d6) or
sling +6 (1d3-1)
Cryptic Powers Known (power points 31, ML 3rd; concentration +8)
1st—chameleon, inevitable strike, kinetic legerdemain
0 (at will)—conceal thoughts, far hand
Psion Powers Known (power points 31, ML 3rd; concentration +8)
2nd—cleanse body, concussion blast
1st—lanis's call to mind, entangling ectoplasm, inertial armor, defensive precognition, offensive prescience
0 (at will)—detect psionics, energy splash, psionic repair, sense poison
--------------------
Statistics
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Str 8, Dex 16, Con 14, Int 20, Wis 10, Cha 8
Base Atk +2; CMB +0; CMD 14
Feats Fast Step, Improved Disruption, Psicrystal Affinity, Psion Weapon Proficiencies, Psionic Talent, Scribe Tattoo
Traits kobold's neighbor, resilient
Skills Acrobatics +7, Appraise +9, Autohypnosis +4, Bluff -1 (-2 vs nongoblinoid humanoids., +0 vs goblins.), Climb +3, Craft (traps) +12, Diplomacy -1 (-2 vs nongoblinoid humanoids., +0 vs goblins.), Disable Device +13, Disguise -1 (-2 vs nongoblinoid humanoids., +0 vs goblins.), Intimidate -1 (-2 vs nongoblinoid humanoids., +0 vs goblins.), Knowledge (arcana) +9, Knowledge (dungeoneering) +10 (+12 to navigate underground), Knowledge (engineering) +10, Knowledge (nature) +9, Knowledge (planes) +9, Knowledge (psionics) +9, Knowledge (religion) +9, Perception +10 (+12 to discover traps), Ride +5, Sense Motive +7, Sleight of Hand +7, Spellcraft +9, Stealth +18, Survival +4 (+6 to avoid becoming lost when using this), Swim +3; Racial Modifiers +2 Perception, +2 Ride, +2 Stealth
Languages Common, Draconic, Dwarven, Gnoll, Goblin, Halfling, Orc
SQ altered defense, altered defense, absorb, altered defense, deflect, altered defense, retaliate, deliver touch powers, discipline (psychoportation [nomad]), disrupt pattern, enhanced disruption, hero points, insight (trap spotter), nomad's step, pariah, pattern designs, repletion, share powers, talents, telepathic link, trapfinding +1, trapmaker, weapon familiarity
Combat Gear alchemical cement (5); Other Gear dagger, sling, sling bullets (20), ring of protection +1, bedroll, belt pouch, chalk (5), compass, ear trumpet, flint and steel, masterwork backpack, masterwork thieves' tools, mirror, signal whistle, silk rope (50 ft.), soap, twine (50'), psicrystal, 784 gp, 8 sp, 3 cp
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Special Abilities
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Alertness (Ex) While a psicrystal is within arm's reach, its owner gains the Alertness feat.
Altered Defense 1 (9 rounds) (Su) A cryptic learns early on to modify the patterns around her to grant her protection as a swift action. The cryptic chooses from the options below and may only have one such effect active at any given time. The cryptic can use this ability for a numbe
Altered Defense, Absorb DR 1/- (Su) The cryptic gains DR 1/-
Altered Defense, Deflect +1 (Su) The cryptic gains a +1 dodge bonus to her AC.
Altered Defense, Retaliate +1 (Su) +1 bonus on your attack rolls against any opponent that hit you since your last turn.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deliver Touch Powers (Su) If the owner is 3rd level or higher, his psicrystal can deliver touch powers for him. If the owner and psicrystal are in contact at the time the owner manifests a touch power, he can designate his psicrystal as the "toucher" The psicrystal can then d
Disrupt Pattern (Aberration) (Su) As a standard action make a ranged touch attack with a range of 30 feet.
Enhanced Disruption +1d6 (Su) Deal additional damage with Disrupt Pattern.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Kobold's Neighbor +2 trait bon to Perception to find traps.
Nomad's Step (Su) As a standard action, you may teleport 40 feet while maintaining psionic focus.
Pariah The appearance of the blue can affect the reactions of those nearby. A blue takes a -1 penalty to Charisma-based skill checks when dealing with nongoblinoid humanoids, but gains a +1 bonus to Charisma-based skill checks while interacting with goblins
Pattern Designs (Su) Unlike normal manifesters, a cryptic manipulates the world around her by creating tattoos and patterns that alters reality in different ways. Cryptic powers show up on the cryptic’s body in the form of tattoos. The cryptic’s known powers can be i
Psicrystal Affinity You have created a psicrystal
Psionic Talent Gain an additional 2 power points.
Psychoportation (Nomad) A psion who relies on psychoportation powers is known as a nomad. Nomads can wield powers that propel or displace objects
Repletion (Su) Spend 1 power point to go without food or drink for 24 hours.
Scribe Tattoo You can create psionic tattoos, which store powers within their designs.
Share Powers (Su) Have any power you manifests on yourself also affect your psicrystal.
Talents You may learn 3 "talents" (level 0 powers) as well as detect psionics.
Telepathic Link (Su) The owner has a telepathic link with his psicrystal out to a distance of up to 1 mile.
Trap Spotter (Ex) Whenever a cryptic with this insight comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Trapmaker A cryptic gains a competence bonus on Craft (traps) checks equal to her class level.

--------------------
Mythic Abilities
--------------------
Overmind Path
Mythic Manifestation
Discipline Boost (Su)
Improved Disruption (Mythic)
Mythic Points 5

--------------------

Psicrystal
Psicrystal
N Diminutive construct (psicrystal)
Init +0; Senses Perception +9
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Defense
--------------------
AC 16, touch 14, flat-footed 16 (+2 natural, +4 size)
hp 16 (1d10)
Fort +3, Ref +6, Will +3
Immune construct traits
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Offense
--------------------
Speed
Space 1 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str —, Dex —, Con —, Int 8, Wis 10, Cha 10
Base Atk +1; CMB -3; CMD 7
Skills Acrobatics +1, Appraise +0, Climb +1, Disable Device +3, Perception +9, Sense Motive +2, Sleight of Hand +1, Spellcraft +0, Stealth +13, Survival +1, Swim +1
Languages Common (can't speak)
SQ deliver touch powers, improved evasion, personality, self propulsion, share powers, sighted, telepathic link, telepathic speech
--------------------
Special Abilities
--------------------
Deliver Touch Powers (Su) If the owner is 3rd level or higher, his psicrystal can deliver touch powers for him. If the owner and psicrystal are in contact at the time the owner manifests a touch power, he can designate his psicrystal as the “toucher.” The psicrystal can t
Immunity to Bleeds You are immune to bleeds.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Personality (Sneaky) (Ex) Every psicrystal has a personality.
Self Propulsion (Su) As a standard action, its owner can will a psicrystal to form spidery, ectoplasmic legs that grant the psicrystal a land speed of 30 feet and a climb speed of 20 feet. The legs fade into nothingness after one day (or sooner, if the owner desires).
Share Powers (Su) At the owner's option, he can have any power (but not any psi-like ability) he manifests on himself also affect his psicrystal. The psicrystal must be within 5 feet of him at the time of the manifestation to receive the benefit. If the power has a du
Sighted (Ex) Although it has no physical sensory organs, a psicrystal can telepathically sense its environment as well as a creature with normal vision and hearing. Darkness (even supernatural darkness) is irrelevant, as are areas of supernatural silence, though
Telepathic Link (Su) The owner has a telepathic link with his psicrystal out to a distance of up to 1 mile. The owner cannot see through the psicrystal's senses, but the two of them can communicate telepathically as if the psicrystal were the target of a mindlink
Telepathic Speech (Ex) If the owner is 5th level or higher, the psicrystal can communicate telepathically with any creature that has a language and is within 30 feet of the psicrystal, while the psicrystal is also within 1 mile of the owner.

Dark Archive

here is a quick crunch for easy reviewing

crunch:
Baru Brimmstone
Male daemon-spawn tiefling arcanist/rogue 3/Archmage 1 (Pathfinder RPG Advanced Class Guide 8, Pathfinder RPG Advanced Race Guide 168)
CN Medium outsider (native)
Init +6; Senses darkvision 60 ft.; Perception +7
--------------------
Defense
--------------------
AC 15, touch 15, flat-footed 10 (+4 Dex, +1 dodge)
hp 30 (3d8+12)
Fort +3, Ref +7, Will +4
Defensive Abilities evasion, hard to kill, trap sense +1; Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk shortsword +7 (1d6/19-20) or
. . 2 claws +6 (1d4)
Special Attacks arcane reservoir (2/6), arcanist exploits (dimensional slide, quick study), consume spells, mythic power (5/day, surge +1d6), sneak attack +2d6
Arcanist Spells Prepared (CL 3rd; concentration +6)
. . 1st—mage armor[M], magic missile, thunderstomp[ACG]
. . 0 (at will)—detect magic, detect poison, open/close (DC 13), open/close (DC 13), read magic
. . M mythic spell
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 14, Int 16, Wis 12, Cha 10
Base Atk +2; CMB +2; CMD 17
Feats Dodge, Mythic Spell Lore[M], Toppling Spell[UM], Weapon Finesse
Traits magical lineage, reactionary
Skills Acrobatics +10, Appraise +7, Bluff +5, Climb +4, Diplomacy +5, Disable Device +11, Escape Artist +8, Intimidate +4, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (nature) +7, Knowledge (planes) +7, Knowledge (religion) +7, Linguistics +9, Perception +7, Sense Motive +5, Sleight of Hand +10, Spellcraft +9, Stealth +10
Languages Common, Draconic, Elven, Infernal, Orc, Sylvan, Terran, Undercommon
SQ prehensile tail
Other Gear handy haversack, bandolier, bedroll, belt pouch, blanket, winter, canteen, chalk, charcoal stick, flint and steel, grappling arrow, grappling hook, ink, black, inkpen, iron spike (10), lock, simple, marbles, masterwork artisan's tools, masterwork thieves' tools, mwk manacles, paper (10), roperunner, scroll case, silk rope (50 ft.), spell component pouch, spellbook, sunrod (2), swarmsuit, trail rations (5), waterproof bag, waterproof bag, wrist sheath, spring loaded, 656 gp, 1 sp, 9 cp
--------------------
Special Abilities
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Arcane Reservoir +1 DC or CL (6/day) (Su) Pool of points fuel exploits, or can expend to add +1 CL or DC while cast spell.
Consume Spells (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Crafting Mastery (Ex) Can craft any magic item. If you also have the feat, 2x speed & roll all checks twice.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dimensional Slide (30 feet) (Su) Use 1 reservoir as part of move/withdraw, move to spot in sight for only 5 ft movement & no AoO.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Magical Lineage (Magic Missile) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Mythic Power (5/day, Surge +1d6) Use this power to perform your mythic abilities.
Mythic Spell Lore [Mythic] Gain mythic spells equal to your mythic tier.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Quick Study (Ex) Use 1 reservoir as a full rd action, consult spellbook to switch out mem spell (provokes AoO).
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Swarmsuit DR 5/- vs. Diminutive Swarms, DR 10/- vs. Fine swarms.
Toppling Spell Spell with the force descriptor knocks targets prone.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Wild Arcana (Su) Use 1 power, cast an arcane spell from your class list at +2 CL (doesn't need to be known/mem).

you are asking for arcane, traps, and skill monkey... could you post about the existing players: race, classes, roles, play style?


Female Human Druid (Menhir Savant) 3 / Monk 2 / Ranger(Trapper) 1

and

Female Aasimar Kineticist 3/Flame Oracle 3


Any other applicants? I can leave this open for a few days if need be.


I think you missed me. Female Blue Cryptic/Psion


Philo, I'm pretty sure the GM saw all the characters proposed. (But we've only seen three builds, plus one potentially interested).

In other news, it could be cool to be in a Dungeon Crawl; there aren't many of these (I was in a Mummy's Mask game that's wrapping up and was run as just dungeons, and it seems like one dungeon game at a time is pretty reasonable).


MordredofFairy wrote:


On another note, I would usually be interested, but just got accepted in 2 games and don't want to overextend. But dotting in for future recruitments.

I'm in this spot, or I'd submit something. Going to watch the crawl anyways, best of luck to you.


I didn't realize this recruitment was still going! I'd like to throw in my hat as Nemris Silverclaw, a Monk/Druid focussed on animal tranformations for combat damage, while also controlling and summoning with spells to keep action economy on our side. I can have the crunch up by tomorrow morning, I hope that will be quick enough.


Alias mostly updated, just need to add in all the special abilities and mess with the gear a bit.


Hey Rednal, I have my Godling/Magus from the previous page. I don't have trapfinding, but he has languages and offers arcane and melee support, and you know I'm a loyal player and poster :)

Scarab Sages

Nemesis, you do realize that we already have a monk/druid in the party and are looking for someone with arcane power?


My apologies, I saw the current players and thought it was two of the applicants. Good luck with the game!


Yeah, this game's been pretty weird with the applications - fortunately, it was set up to work just fine even if people popped in and out. XD I'll give things here another day or two.


Any movement on this?


Waiting for the other player to give any feedback about submissions. I plan to decide afterwards, though given the generally slow rate of responses even from the existing players... XD;

(On the other hand, in fairness, we just had a holiday weekend. MOST people were a bit busy, I think. I'll give it another day.)


Hmmm... This sounds cool. I will watch to see if a slot opens in the future.


Well, after carefully reviewing things... I don't think this game has a team of characters that would actually work well together. o wo; Taking characters in piecemeal may not actually work as well as I was hoping to, and player enjoyment is an important part of any table.

I'll see what I can come up with, though - and I may very well open a new recruitment for something else in the near future. >.<


Oh? In a gestalt game, balance is much less important (as you said, the only thing the party completely lacks is an arcane caster), and mythic makes it even easier to double up roles. (Has the party been having trouble? Because I've seen gestalt games run with 1-2 players, and the only problem there is that things get boring with too few players at the table). If you/the plays have characters you might be willing to take with suggestion or change of personality/one side of the gestalt, that might also be an option.


Aww... I'm a sad panda.


Things don't get boring with Rednal. He runs his games with 3 or less players and they are great. Well the one I'm playing in anyways.


hmmm... this would be the place to try my sorceror/ battle oracle later prestieging into mystic theurge/eldritch knight


I'd love to throw my hat in the ring with a Sorcerer//Monk of some kind, especially if you're allowing the Unchained Monk. Still, it seems like you may not be looking for more players anymore...

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