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Kenku

Reckless's page

Goblin Squad Member. RPG Superstar 9 Season Marathon Voter, 9 Season Dedicated Voter. Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Companion, Modules, Roleplaying Game Subscriber. Pathfinder Society Member. 2,222 posts (2,868 including aliases). 3 reviews. 1 list. No wishlists. 3 Pathfinder Society characters. 18 aliases.


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Cool, thanks for the information. GOnna add this to my cart now :)

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Owen K. C. Stephens wrote:


There's no good reason why it should be easier to grapple-and-blind someone than just grapple them. This feat is NOT designed to allow you to bypass the carefully-constructed defenses of someone who is grapple-resistant by boxing their ears while you also try to pin them down.

Instead, it's an option to attempt something harder for greater effect, in the long tradition of such feats dating back to Power Attack. Rather than give you an actual penalty, this feat just says since you are attempting to perform TWO maneuvers simultaneously, the thing you are least expert in determines your offensive capability, and if your foe is particularly good at defending against either kind of attack, that defense doesn't mysteriously evaporate when you try something...

Yet, with Greater Grapple, available with less prerequisites, you can maintain your grapple with a MOVE action, gain the +2 from the feat, and the +5 for maintaining, and do your Dirty Trick as your standard action (penalties from having the grappled condition equaling out). Dirty Grapple allows you to do a dirty trick while initiating a grapple, but penalizes you severely in the process. Later, if you choose Rapid Grappler, you can maintain, pin/damage/move, and dirty trick all in the same round.

The full round action to combine two standard actions at BAB +6 should have been enough for these feats, without the added penalties. The fact that the CRB had a way to combine maintaining a grapple with other combat maneuvers rubs salt in this wound.

Cads, Unarmed Fighters, Dirty Fighters, also have better ways of combining dirty tricks with other actions than these "Dirty X" feats.

EDIT: The above are opinions,and I think I've stated them as well as I can, so I will leave off with them, rather than get too repetitive.

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David knott 242 wrote:
Geramies wrote:
Reckless wrote:
Selena Halfblood wrote:
How's the Dirty Grapple Combat feat?

Terrible.

Full Round action, combine grapple and dirty trick using your worst CMB and your opponent's best CMD between the two maneuvers.

Wait, what...? Shouldn't that be using your BEST CMB against the opponent's WORST CMD between the two maneuvers? This feat is terrible...wow.

Wait -- can you normally do a grapple and a dirty trick in one turn without this feat? If not, then how is this feat terrible?

Well, it requires a bunch of feats and stats to qualify for [Edit:meaning for most characters, you would have to build with this as a goal], and then goes on to insure most of the time it won't work [Edit: I guess, properly speaking, it goes on to insure it will work the least amount it can.] That's terrible.

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Wondering on these types of books, are they new monsters, or monster that were included in the Mythic Monsters Handbook from the kickstarter.

Love legendary, but I don't want to pay for content I already own.

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zergtitan wrote:
Can I get details on the Kitsune Curse?

You increase the duration of sickened, poisoned, and nauseated by 50% and substitute in magical tails for mystery spells (doesn't play nice with archetypes that also replace mystery spells), gaining a selected list of spells known (minor image, ventriloquism, magic jar, project image)

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Mythraine wrote:


Is there any Slayer specific stuff? (talents especially)?

The only slayer talent notes I saw were for Catfolk, who get to use the following rogue talents from the advanced race guide as slayer talents using their slayer level for any effect referencing rogue levels: deadly scratch, graceful faller, nimble climber, or vicious claws.

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Selena Halfblood wrote:
Oooooh, are there any new things for Grapplers?

There's a net equipment trick with improved grapple that negates penalty for not using both hands vs an opponent entangled in the net, adds +4 and lets you tie up a pinned opponent as a swift action. That's pretty boss, if a bit niche.

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Selena Halfblood wrote:
How's the Dirty Grapple Combat feat?

Terrible.

Full Round action, combine grapple and dirty trick using your worst CMB and your opponent's best CMD between the two maneuvers.

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Jinjifra wrote:
Reckless wrote:
christos gurd wrote:
so about that monk archetype...

It adds sneak attack in exchange for a monk's bonus feats, adds some status effects which take place after stunning fist, with a late in the game ki ability to extend these effects, and can use quivering palm to k.o. as well as kill. It includes notes on how to modify Unchained monks with the archetype.

That archetype sounds pretty solid, because the monk feats have always been somewhat lackluster. What kind of sneak attack progression does it get?

1d6 @ 2nd and +1d6/4 levels after. I should note that it has a rider that you can only use it during a flurry of blows, which... }:(

The accomplished sneak attacker feat allows you to add 1d6 to your sneak attack, but no more dice than half your character level(rounding up.)

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christos gurd wrote:
so about that monk archetype...

It adds sneak attack in exchange for a monk's bonus feats, adds some status effects which take place after stunning fist, with a late in the game ki ability to extend these effects, and can use quivering palm to k.o. as well as kill. It includes notes on how to modify Unchained monks with the archetype.

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Male Human (Extraplanaer Subtype) Expert 10

I'm in some threads about "wrestling snakes", too, but not on this forum. :rimshot:

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Yes, it felt very much- in length and scope, like a slow moving TV show pilot. Like, it would have been fine if it promised to deliver actual action NEXT week.

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Note: have to decide which parts of Unchained I'm includinge (definitely classes and poisons/diseases.)

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Stratfinder v.2

The Stratfinder rules system utilizes various parts of the Pathfinder rules, core concepts from the "Epic 6" variant, a number of variants from Pathfinder Unchained, the Mythic Adventure rules, and third-party rules published by Dreamscarred Press and Legendary Games.

Epic 6

The concept behind Epic6, or E6, or P6 (in the case of Pathfinder) is to represent a more grounded campaign setting, without teleportation, miracles, resurrections, etc. while allowing for continued growth through more horizontal field after 6th level. In addition to limiting spells to 3rd level or lower, it help eliminate some of the mathematical swings of high level play. Stratfinder adopts the core concept of E6 while utilizing different methods for growth both before and after 6th level play.

Part of the challenge involved in E6/P6 is that magic items with a Caster Level above 6th level cannot be createdunder normal circumstances. The addition of XXXX from Pathfinder Unchained and house-ruled Mythic Abilities will mitigate this to some degree for item creation purposes, but no item with a caster level over 6th will be readily commercially available, regardless of the community size. PCs may be able to seek out Mythic Crafters in-game, but such individuals will be rare and their services costly (and not necessarily rendered in gold.)

Pathfinder Unchained

Pathfinder Unchained introduced a number of variant rule systems for Pathfinder. Stratfinder will utilize the following variant rules:

Mythic Adventures

Mythic Tiers are one of the engines of character growth that will be utilized in Stratfinder.

Some Mythic abilities are modified, as follows:

Amazing Initiative: At their second Mythic Tier, Mythic characters act more rapidly than their non-Mythic counterparts. They add double their Mythic Tier to their initiative rolls. As part of their initiative roll, they can expend 1 use of Mythic Power to treat their initiative as if they rolled a natural twenty. When a character modifies his initiative this way, he may act in the surprise round even if he is surprised. Characters no longer gain the ability to take an additional standard action by spending a Mythic Point.

Mythic Surges: A Mythic Creature/Character may use a Mythic Surge as an immediate action whenever a die roll is declared a failure. This can turn a failure into a success if the DC is surpassed when the Surge die is added to the initial result.
Extra Mythic Power: This feat is removed from the game.

Mythic Item Creation Feats: In addition to the benefits listed under these Mythic Feats, a Mythic crafter may add his Tier to his caster level for the purpose of item creation. He must still meet all the other prerequisites for any magic items he creates.

Base Mythic Abilities
Mythic Tier Ability Score Mythic Feat Base Mythic Abilities
1st — 1st Hard to kill, mythic power, surge +1d6
2nd 1st — Amazing initiative
3rd — 2nd Recuperation
4th 2nd — Surge +1d8
5th — 3rd Mythic saves

Additional House-Rules

In Stratfinder, combat maneuvers do not provoke attacks of opportunity. Improved [Combat Maneuver] Feats grant a +2 bonus to CMB and CMD for the combat maneuver they relate to, plus an additional +1 Bonus for every 8 Advancements a character has (to a maximum bonus of +7 at 40th Advancement

Healing spells cast outside of combat are maximized. This does not apply to healing from magic items. In combat, a character utilizing healing magic or channel positive energy may make a concentration check with a DC of 15+ double the number of healing dice being rolled to maximize the spell or channel's effect. If this check results in a failure, the healing does the minimum possible amount. Combat Casting and similar feats/traits apply to this roll.

Feats

The core game of Pathfinder utilizes several Feats which act as Prerequisites for other feats. Many of these feats represent very basic combat stunts which Stratfinder assumes anyone with talent and a modicum of training could perform. With that in mind, every character with levels in a PC class gains the following free feats if their Ability Scores are high enough: Each Ability has two Feats, and the character may chose one of these per qualifying Ability Score as a free bonus Feat at first level. Characters whose beginning Attributes are below 13 do not qualify for these options, even if they later raise their Ability Scores to 13 or more.

Every player character with Str of 13 or more gains either Improved Unarmed Strike or Power Attack as a free bonus feat.

Every player character with Dex of 13 or more gains either Point Blank Shot or Weapon Finesse as a free bonus feat.

Every player character with Con of 13 or more gains either Endurance or Toughness as a free bonus feat.

Every player character with Int of 13 or more gains either Combat Casting or Combat Expertise as a free bonus feat.

Every player character with Wis of 13 or more gains either Alertness or Blind Fight as a free bonus feat.

Every player character with Cha of 13 or more gains either Peacemaker or Steadfast Personality as a free bonus feat.

Utility Feats are a new classification of Feats which are generally either very niche or not inherently useful in combat. Characters gain bonus Utility Feats as they gain Advancements, in accordance to table 1.0, Advancements, below. The character must meet all prerequisites of the utility feats he selects. The following are utility feats: All Item Creation Feats, all Achievement Feats, all Story Feats, Acrobatic, Alertness, Altitude Affinity, Animal Affinity, Arcane Talent, Athletic, Babble Peddler, Basic Harmony, Black Marketeer, Bookish Rogue, Breadth of Experience, Careful Speaker, Celestial Obedience, Charming Performance, Charnel Soldiers, Childlike, Compelling Harmonies, Conceal Scent, Conviction, Cooperative Crafting, Cosmopolitan, Cypher Script, Dark Adept, Deceitful, Deepsight, Deft Hands, Demonic Obedience, Desert Dweller, Dilettante, Disable Dweomer, Distant Spell Link, Eagle Eyes, Eclectic, Endurance, Diehard, Eschew Materials, Esoteric Linguistics, Experienced Vagabond, Eldritch Eye, Far-Roaming Familiar, Fats Crawl, Fast Drinker, Fast Empathy, Fast Healer, Fey Foundling, Field Repair, Fiendish Darkness, Improved Fiendish Darkness, Fiendish Facade, Fiendish Heritage, Fleet, Fox Shape, Free Spirit, Gnome Trickster, Godless Healing, Go Unnoticed, Great Fortitude, Improved Great Fortitude, Green Guardian, Groundling, Gunsmithing, Hellcat Stealth, Helpless Prisoner, Hermean Blood, Inner Light, Ironguts, Iron Will, Improved Iron Will, Keen Scent, Smell Fear, Lie Low, Life-Dominant Soul, Lightning Reflexes, Improved Lightning Reflexes, Lucky Halfling, Magical Aptitude, Master Alchemist, Master Craftsman, Noble Scion, One Eye Open, Orator, Pass for Human, Persuasive, Prodigy, Prophetic Visionary, Racial Heritage, Razortusk, Reject Poison, Revered Guidance, Reward of Life, Rhetorical Flourish, Rugged Northerner, Run, Scholar, Sea Legs, Secret Language, Secret Signs, Self-Sufficient, Share Healing, Shared Insight, Sharp Senses, Skill Focus, Skilled Driver, Expert Driver, Skilled Rager, Slow Faller, Sneaky Vagabond, Sociable, Spell Mastery, Steadfast Personality, Stealthy, Steel Soul, Stoic, Improved Stonecunning, Stone-Faced, Stone Read, Strong Comeback, Storm-Lashed, Sure Grasp, Survivor, Taunt, Uncanny Alertness, Urban Forager, Versatile Channeler, Voice of the Sibyl, Well Prepared

Advancements

Characters in Stratfinder gain a variety of enhancements when gaining experience points. While initially, these consist of class levels, utility feats, and bonus feats, characters in Stratfinder eventually gain access to Mythic Tiers, Bonus Mythic Feats, and Bonus Mythic Path Abilities as well. So, while level advancement stops at 6th level, a character who has gone through all 40 advancements will have 6 levels, 12 Utility Feats, 13 Bonus Feats, 5 Mythic Tiers, 4 Bonus Mythic Feats, and 4 Bonus Universal Path Abilities. Additionally, besides the Attribute increases granted through Mythic Tiers, he will have been able to add a +1 to any Attribute three times during his Advancements.

This table replaces Table: Character Advancement and Level-Dependent Bonuses from the Core Rulebook.

This chart doesn't format well on Paizo's boards, so a summary of gains is under the XP instead of charting it our.
Table 1.0 Advancements
XP Required Advance-ment
- 1
2000 2
4000 3
6000 4
8000 5
10,000 6
12,500 7
15,000 8
17,500 9
20,000 10
22,500 11
25,000 12
30,000 13
35,000 14
40,000 15
45,000 16
50,000 17
55,000 18
60,000 19
70,000 20
80,000 21
90,000 22
100,000 23
125,000 24
150,000 25
175,000 26
200,000 27
225,000 28
250,000 29
300,000 30
350,000 31
400,000 32
450,000 33
500,000 34
600,000 35
700,000 36
800,000 37
900,000 38
1,000,000 39
1,500,000 40

Levels gained @ Advancement 1, 3, 6, 9, 12, 15
Feats gained @ Advancement 1, 5, 6, 8, 11,12,14,17, 19, 23, 28, 33, 38
Utility Feats gained @ Advancement 1, 2, 4, 7, 10, 13, 16, 18, 21, 26, 31, 36
Attribute Increase gained @ Advancement 9, 21, 33
Mythic Tiers gained @ Advancement 20, 25, 30, 35, 40
Bonus Mythic Feats gained @ 22, 27, 32, 37
Bonus Universal Mythic Path Abilities gained @ 24, 29, 34, 39

Liberty's Edge Marathon Voter Season 9, Dedicated Voter Season 9

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I have some houserule ideas for running a P6 style game that adds i Mythic Tiers after levels, as well as some other bits and pieces, and would like some help.

How broken/strange/off-the wall character can you make using these rules?

25 point buy, 40 Advancements (6th level, 12 Utility Feats, 13 Bonus Feats, 5 Mythic Tiers, 4 Bonus Mythic Feats, and 4 Bonus Universal Path Abilities, +1 to any Attribute three times.). I want to see what kind of CR threats would be appropriate for tweaked out characters under this system. Psionics and Path of War allowed, Mythic Heroes Handbook allowed, core, psionic, featured, and Uncommon Races under 16 Race Points allowed.

So if you have the time and inclination, help a fellow gamer out.

"Theorycrafting" critiques also welcome.

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That poor book's spine!

That's not way to treat literature, you maniacs!

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DM_aka_Dudemeister wrote:
blackbloodtroll wrote:
Anything not Barbarian, with a D12 HD.
A defender class with heavy armor, d12 HD and capable of deflecting and reflecting foes attacks.

2009 is calling.

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Mike,

Thank you for all of your hard work, dedication, and service. You have been a great boon to this game and its fans. You will be missed.

Sincerely,
Stratton Liberty

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Skeld wrote:
Reckless wrote:
With growth comes pain.

I dunno Reckless*. To me "with growth comes pain" is really just an excuse for bad actors. There's no reason that growth has to equal pain.

-Skeld

*- Sorry for not addressing the rest of your post; this part stood out to me.

Not really trying to excuse it/them, merely an observation about the human condition during my lifetime. I've never experienced societal growth absent pains, nor have I read of any such event in any history. If I had a solution to the problems that come with attracting a lot of people to a community, I'd probably be more into politics or policing.

You say there's no reason, and you may be right. And yet it continues to be a valid aphorism, in my observation.

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I really like Pathfinder.

I am about done collecting Pathfinder.

I have just about everything they've come out with so far for this RPG. I have years and years and years worth of stuff to run.

I will continue to enjoy running Pathfinder for many many years.

I've played around with many other systems in the past, and will likely continue to seek out games that interest me.

I do love certain 3PP stuff- Dreamscarred Press is an awesome company for filling in gaps in Paizo's design philosophies.

All that said, looking at what they're putting out in the near future is quickly shutting down my interest in further subscription.

I'm a charter subscriber, and that title used to mean a lot to me, and has kept me collecting despite disinterest in some Adventure Path themes. I think I'm hanging in there until #100... and will probably finish off the AP containing it.

For some reason Cheliax is one of the least interesting regions of Golarion to me. After that, well, I have no interest whatsoever in a Mythos adventure Path. To me, Mythos is cool for a one-off game, a convention, or a short campaign. For a full campaign and all the support books that come with it? Not so much.

And with about 10 yards of Pathfinder Books already in my collection, and a bunch of expenses in my life, I'm pretty sure I can convince myself to give up the collecting. My wife would like that.

I am comforted by the fact that there are a great many players for Pathfinder, and with that base, even when the forces of market cause a split in the fanbase, the hope I can find players online for the stuff I already have.

EDIT: Regarding the community: With growth comes pain. I liked it when there were fewer of us. Hyperbole is tiresome, especially when rampant. It is hard to find threads without it, due its commonality as an internet "communication" tactic.

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Kobold Cleaver wrote:
Evil characters are perfectly playable in a good campaign, barring nosy paladins. Just play a nice person who happens to be willing to do evil things if need be. I've had a lot of fun with it.

IRL

:P

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Chemlak wrote:
And here I thought that it was a "weebee", which they turned into a song...

How about a Choir of Goblins?

You're sure to start praying when you see one headed for your town, bringing the fires of hell with them.

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Hopefully, Occult Origins and/or Occult Realms will add support to the class with new toys.

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Did you know they're making candy corn M&Ms and candy corn laced Hershey bars now?

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I actually answered this previously. Looks like those last two cretins followed me instead of preceding me last time.

The avatar? Who doesn't love Tengu/Kenku?

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Goblins don't have an illiterate race feature, but they're much better off for the fluff that says they're afraid of/angered by writing.

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Funny stuff ::rollseyes:: Alric, you are obviously unaware of RD's presence as a weird character creating machine.

Additionally, suggesting a tool that only has the playtest version of the class currently is not overly helpful to those who wish to build a character with the "printed and shipped" version of the rules.

EDIT: Thirdly: This has been rated as useful feedback by a member of Paizo staff.

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And responded to while I was bolding :)

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"At 6th, 10th, and 16th levels, a kineticist can replace one of her utility wild talents with another wild talent of the same level or lower." Maybe use this to replace the utility wild talent you get at 6th level with an infusion wild talent?

EDIT: Expanded element at 7th level allows you to choose another utility or infusion if you stick with the same element (which probably explains Yoon.) Same thing at 15th level. These fill in the gaps for kineticists that stick with the same element.

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Also playing an unchained monk in Mummy's Mask and LOVING it.

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Purple Dragon Knight wrote:


New Fantastic Four Trailer: lame, and brought boos from the crowd... Zoe Barnes does not a good Sue Richards make... Doctor Doom also can't seem to be made properly... and apparently FF no longer to go to space to get their powers. I'm surprised Marvel is not suing whoever is making this on the grounds that it is damaging their property....

I would so much rather see the freakin Mole Man in a FF movie then yet another rehash origin story with a half-baked, super-powered Doctor Doom whose biggest threat is not his intellect.

Has Doom ever been done right in a movie?

I loathe these continual rehashings of FF and Spider Man origin stories. We get it, radiation. Moving on. Give me something that hasn't been done before.

Ant Man wasn't so much an origin story as a rebirth/legacy story, and I liked that about it.

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Running a Giantslayer campaign, among other house rules, using Automatic Bonus Progression (with few/no magic items), Poison and Disease, Unchained Classes fitting into the other house rules (no "full casters"), and Background Skills. Using a variant of Wound Thresholds that allow for quicker healing on light wounds rather than one that cripples you as you get hurt.

Was considering using limited magic rule, but decided that limiting casters to only the 6 lvl or lower progression and granting automatic save bonuses from the Bonus Progression was enough gimping of magic for the campaign, especially with eliminating magic item crafting beyond scrolls wands and potions.

Everything is working wonderfully. One PC is a latent/carrier for filth fever and another has suffered the first stage of a poison, and will be dealing with its effects until she can get some rest.

Bonus progression is nice, and I'm running with the idea that magic items are either ancient (from when magic as more prevalent) or something spontaneous (Brinya's Love, True love locket) brought on by sacrificing some of your own personal magic potential (players don't know this bit yet.)

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A lot of tree shape spells?

Any evil spellcaster can become a worm that walks, apparently, so 1st level?.

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Update: password is "slay" not "slayer" as previously stated. Sorry.

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Hi
Looks like Order 3637361 did not spawn a pdf for the Giantslayer Map Folio for my account. All the others were released, and if the system had to pick one to glitch on, I'm glad it was this one.

-Stratton

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zergtitan wrote:


3.In terms of limits on Iconic choices, the only iconic banned from choice is the Iconic Kineticist since she is too young to date and NOT AN OPTION.

Please point me to where this is indicated. We have not yet met the iconic kineticist as far as I know, but the only blurry picture I've seen looks like smallfolk and not necessarily young.

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Male Human (Extraplanaer Subtype) Expert 10

Thanks everyone, I really appreciate the well-wishes.

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Male Human (Extraplanaer Subtype) Expert 10

Thanks. And, will do.

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Male Human (Extraplanaer Subtype) Expert 10

I apologize to my players and GMs, but I am dropping all my play-by-post games in order to focus on some stuff going on at home and work. I thank everyone for the opportunities and once again apologize for any disappointment, frustration, or other negativity this causes. -Stratton aka Reckless

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Male Human (Extraplanaer Subtype) Expert 10

I apologize to my players and GMs, but I am dropping all my play-by-post games in order to focus on some stuff going on at home and work. I thank everyone for the opportunities and once again apologize for any disappointment, frustration, or other negativity this causes. -Stratton aka Reckless

Liberty's Edge Marathon Voter Season 9, Dedicated Voter Season 9

Male Human (Extraplanaer Subtype) Expert 10

I apologize to my players and GMs, but I am dropping all my play-by-post games in order to focus on some stuff going on at home and work. I thank everyone for the opportunities and once again apologize for any disappointment, frustration, or other negativity this causes. -Stratton aka Reckless

Liberty's Edge Marathon Voter Season 9, Dedicated Voter Season 9

Male Human (Extraplanaer Subtype) Expert 10

I apologize to my players and GMs, but I am dropping all my play-by-post games in order to focus on some stuff going on at home and work. I thank everyone for the opportunities and once again apologize for any disappointment, frustration, or other negativity this causes. -Stratton aka Reckless

Liberty's Edge Marathon Voter Season 9, Dedicated Voter Season 9

1 person marked this as a favorite.
Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
kyrt-ryder wrote:


People getting involved with their sibling's friend is a bit uncommon but I wouldn't call it a coincidence.

For instance, my brother-in law (married to my oldest sister) was once both my college roommate and engaged to my sister-in-law (married to my oldest brother), while I am married to the woman who came to my college graduation with my younger brother (as friends, but thay had gone out once or twice before that.) Don't even get me started with my other sister....

Liberty's Edge Marathon Voter Season 9, Dedicated Voter Season 9

17 people marked this as a favorite.
Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
Digitalelf wrote:
13. Drinking the host's milk. ;-)

Especially if you have to knock the nursing baby aside to do so.

Liberty's Edge Marathon Voter Season 9, Dedicated Voter Season 9

Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

Vynec and Jacobi please join the Epic Words Campaign Site using passcode "slayer" and add your characters in.

Liberty's Edge Marathon Voter Season 9, Dedicated Voter Season 9

2 people marked this as a favorite.
Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

Why must all of Paizo's female iconics be sex objects? Look at how she needs her husband to protect her and tell her right from wrong.

And put some clothes on, for crying out loud. What are you, Ferengi?

-The previous message may not represent the views of this or any other poster, living or dead. Void where prohibited by law.

Liberty's Edge Marathon Voter Season 9, Dedicated Voter Season 9

Male Human (Extraplanaer Subtype) Expert 10

WuRa:

It has a 50% chance to negate your critical, but it really doesn't matter, as even without critting you have successfully turned it to a gooey grape jelly-likevwormmeal paste.

One down three to go.

Liberty's Edge Marathon Voter Season 9, Dedicated Voter Season 9

Male Human (Extraplanaer Subtype) Expert 10

Inside the warehouse, Haunt sees the men quickly unload the truck, setting things up for the "Squiln" to piece together. Haunt passes through invisibly, disrupting the power cells of some of the tridents being assembled.

Blademaster, not likely, as the Suiln have not yet made a public appearance.

Blue Spider, in the meanwhile attaches his tracer surreptitiously.

The Squiln begin working rapidly at assembling the tridents, tentacles moving rapidly with great coordination.

The men continue unloading equipment from the truck for about 1/2 an hour, then it's all up to the Squiln.

About this time, the first few tridents are completed. The man who was talking to "the Boss" on the phone takes the first of the finished product and aims it at a wall, triggering it. Nothing happens.

Damn it! I thought these power cells were checked in DC!

That's what they said.The driver says, scratching his head.

Everybody stop! Check the rest of the damn cells before we waste any more time!

Liberty's Edge Marathon Voter Season 9, Dedicated Voter Season 9

Male Human (Extraplanaer Subtype) Expert 10

WuRa:

Rafael strikes a powerful blow to the work, cutting a large gash in its rubbery hide.

1d20 + 20 ⇒ (20) + 20 = 40 Fort. It is not stunned.

Worm #3 tries to retaliate against the nimble Rafael.

Bite 1d20 + 25 ⇒ (9) + 25 = 34
Stinger 1d20 + 24 ⇒ (16) + 24 = 40

Both attacks miss the defending hero.

Meanwhile, #1 tries the same against Wu.

Bite 1d20 + 25 ⇒ (9) + 25 = 34
Stinger 1d20 + 24 ⇒ (1) + 24 = 25

With the same failing results.

Worm 4 surges forward towards Wu, attempting to snatch him up in its maw.

Bite 1d20 + 25 ⇒ (12) + 25 = 37

The agile monk cartwheels out of the way.

And #2 moves forward, but its colossal size makes moving its bulk a slow process.

New Map

GM Damage Notes Worm 3:

Full damage, took 42 HP damage

Liberty's Edge Marathon Voter Season 9, Dedicated Voter Season 9

Male Human (Extraplanaer Subtype) Expert 10

PhaVal:

Assuming the Shadow demons use shadow blend to turn invisible.
Stealth #1 1d20 + 34 ⇒ (3) + 34 = 37

Stealth #41d20 + 34 ⇒ (10) + 34 = 44

Stealth #2 1d20 + 34 ⇒ (20) + 34 = 54

Stealth #3 1d20 + 34 ⇒ (3) + 34 = 37

Perception (North) 1d20 + 25 - 6 ⇒ (18) + 25 - 6 = 37 (distance modifiers subtracted from roll)

Perception (East) 1d20 + 25 - 5 ⇒ (13) + 25 - 5 = 33 (distance modifiers subtracted from roll)

The northern Qlippoth barely detects shadow demon #4, but does not react yet, not knowing what it is detecting.

Map-now with Qlippoths!

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