GM Rednal's Legendary Planet AP (Inactive)

Game Master Rednal

Unused
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Trebelbet
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Current Goal: Find the Opus Aeterna and learn how to repair Gates


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cryptic 3 // warder 3 // guardian 1 | HP: 47/47 | AC: 19 / T: 15 / FF: 17 | Fort: +5, Ref: +6, Will: +7(+0) | M. Atk: +5, R. Touch: +5 | CMB: +5, CMD: 20 | Init: +2, Perception: +9(+2)

Thanks Phai. I thought I'd gotten that post in yesterday. Probably previewed it and got distracted.


HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

btw, I don't buy that they're better or more efficient with claws...if that was so, why equip them with axes in the first place, or risk prisoners arming themselves with weapons of fallen guards.

Na, if claws was their more effective fighting style, they would use it to begin with and have no weaponry with them. Something's wrong here...I mean beyond us having been trapped in this very deadly place.


Well, axes do have non-combat uses...


HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

Does neither seem like a fire department nor like a Lumber Camp, so far.

Surely battleaxes(which they were) have any number of uses besides axing someone in battle...but in this specific case? I find it unlikely ^_^
It's rather the use they HAVE in battle that I find a convincing reason to NOT bring them near prisoners, if the person carrying them is not using them for their battle-purpose.


Pld6/Src6/Grd1 | HP:83/83 | AC: 25 / T: 13 / FF: 23 | Fort: +13, Ref: +10, Will: +10; +2 vs. mind-affecting, poison and effects causing exhaustion or fatigue | Immune: disease, fear | CMB: +9, CMD: 22 | Init: +2, Perc: +1
Daily Abilities:
  • MP 5/5
  • Cure Light Wand 33/50
  • Smite 1/2
  • LoH 8/8
  • Sorc Spells 1st: 3/8, 2nd: 6/6, 3rd: 3/4
  • Pld Spells: Hero's Defiance,Lesser Restoration, Grace
  • Status Effects:
  • Spell Storing Armor: Frigid Touch
  • Ant Haul (12 hours)
  • Did we ever figure out what the 2 different looking cylinders in the lizardmen room were? They were different than the stasis pods the prisoners were in. Were the lizardmen hiding in them, or something else?


    No, I don't believe you found that out.


    Pld6/Src6/Grd1 | HP:83/83 | AC: 25 / T: 13 / FF: 23 | Fort: +13, Ref: +10, Will: +10; +2 vs. mind-affecting, poison and effects causing exhaustion or fatigue | Immune: disease, fear | CMB: +9, CMD: 22 | Init: +2, Perc: +1
    Daily Abilities:
  • MP 5/5
  • Cure Light Wand 33/50
  • Smite 1/2
  • LoH 8/8
  • Sorc Spells 1st: 3/8, 2nd: 6/6, 3rd: 3/4
  • Pld Spells: Hero's Defiance,Lesser Restoration, Grace
  • Status Effects:
  • Spell Storing Armor: Frigid Touch
  • Ant Haul (12 hours)
  • Well if we can't figure it out by inspection, maybe those axes will come in handy.


    Pld6/Src6/Grd1 | HP:83/83 | AC: 25 / T: 13 / FF: 23 | Fort: +13, Ref: +10, Will: +10; +2 vs. mind-affecting, poison and effects causing exhaustion or fatigue | Immune: disease, fear | CMB: +9, CMD: 22 | Init: +2, Perc: +1
    Daily Abilities:
  • MP 5/5
  • Cure Light Wand 33/50
  • Smite 1/2
  • LoH 8/8
  • Sorc Spells 1st: 3/8, 2nd: 6/6, 3rd: 3/4
  • Pld Spells: Hero's Defiance,Lesser Restoration, Grace
  • Status Effects:
  • Spell Storing Armor: Frigid Touch
  • Ant Haul (12 hours)
  • I'm enjoying the three posts before checking rule. It keeps everyone participating and the game keeps moving along. Obviously, it helps that everyone has been fairly active as well though.


    Very much so. XD As a GM, I am extremely pleased with the consistency of posting I'm seeing here, and I hope we can keep it up.


    fluid fey-touched Dreamlord

    Since you are currently extremely pleased with us, would now be a good time to ask how that northern campaign is shaping up? ^_^

    I really enjoy playing in your games, and I'm already working on a Char to submit there...wouldn't want to miss the recruitment when it comes up though :)

    Any aye, Vincent, definitely gonna copy that rule once I try my hand at GM'ing myself on these boards. I saw it in so many games, where people "hang back" because they feel their char cannot contribute anything meaningful, but even a simple conversation can take a week, and people kind of "fade away". Semi-forcing them to post keeps everybody involved.


    Let me put it this way... go check the Recruitment page.


    Pld6/Src6/Grd1 | HP:83/83 | AC: 25 / T: 13 / FF: 23 | Fort: +13, Ref: +10, Will: +10; +2 vs. mind-affecting, poison and effects causing exhaustion or fatigue | Immune: disease, fear | CMB: +9, CMD: 22 | Init: +2, Perc: +1
    Daily Abilities:
  • MP 5/5
  • Cure Light Wand 33/50
  • Smite 1/2
  • LoH 8/8
  • Sorc Spells 1st: 3/8, 2nd: 6/6, 3rd: 3/4
  • Pld Spells: Hero's Defiance,Lesser Restoration, Grace
  • Status Effects:
  • Spell Storing Armor: Frigid Touch
  • Ant Haul (12 hours)
  • Northern... campaign? >.> /search


    A little demon lurking in shadows

    The recuitement thread is up.

    Tried to post this earlier, but goblins ate it.


    Pld6/Src6/Grd1 | HP:83/83 | AC: 25 / T: 13 / FF: 23 | Fort: +13, Ref: +10, Will: +10; +2 vs. mind-affecting, poison and effects causing exhaustion or fatigue | Immune: disease, fear | CMB: +9, CMD: 22 | Init: +2, Perc: +1
    Daily Abilities:
  • MP 5/5
  • Cure Light Wand 33/50
  • Smite 1/2
  • LoH 8/8
  • Sorc Spells 1st: 3/8, 2nd: 6/6, 3rd: 3/4
  • Pld Spells: Hero's Defiance,Lesser Restoration, Grace
  • Status Effects:
  • Spell Storing Armor: Frigid Touch
  • Ant Haul (12 hours)
  • Interesting. Spheres of Power has intrigued me, but I haven't found a game that uses it yet, plus I don't own it. I don't suppose there are hero lab files for it either, are there?


    fluid fey-touched Dreamlord

    WAAAH. bad timing!
    I will be gone from tomorrow until monday -_- I'll try and find time each day to post, but I definitely won't have time to work on my submission -_-

    *cries*


    Recruitment's definitely not going to be closed by Monday. XD I plan to give it at least another week. (Just remember: The better the character fits into Norse stories, the more likely they are to be chosen.)

    Spheres of Power does not have Hero lab files YET. They are actively in development, and I think currently being tested. The goal is to have them out by the end of the year, though this is not 100% guaranteed.


    Pld6/Src6/Grd1 | HP:83/83 | AC: 25 / T: 13 / FF: 23 | Fort: +13, Ref: +10, Will: +10; +2 vs. mind-affecting, poison and effects causing exhaustion or fatigue | Immune: disease, fear | CMB: +9, CMD: 22 | Init: +2, Perc: +1
    Daily Abilities:
  • MP 5/5
  • Cure Light Wand 33/50
  • Smite 1/2
  • LoH 8/8
  • Sorc Spells 1st: 3/8, 2nd: 6/6, 3rd: 3/4
  • Pld Spells: Hero's Defiance,Lesser Restoration, Grace
  • Status Effects:
  • Spell Storing Armor: Frigid Touch
  • Ant Haul (12 hours)
  • Cool. I'm spoiled by Hero Lab now. I still end up building most of my characters in my head, but it's so nice formating a character sheet using hero lab so I don't have to retype everything.

    The game seems interesting, we'll see if I end up finding time to come up with a character concept for it. Will probably also depend on whether or not I pick up Spheres of Power as well, since budget is somewhat tight right now.


    fluid fey-touched Dreamlord

    Well, I already mentioned, but still:

    Will be gone for a few days on family business. I'll try and post if able, but can't make promises. Should be back on monday, do bot as needed.

    Also, I know it's not closed on Monday, but I need to get answers to questions, then refine concept, come up with an adapted backstory, and start fleshing out the mechanics(to see if it fits with the concept)...any time lost on that process means it will be more stressful later ;)


    HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

    Are we to assume familiarity with the concept of "buttons"? Or would a more natural reaction be to assume the panel/board is some weird sculpture with a weirder form of inscription...and pawing some of them by curiosity?

    (moved from gameplay)

    Generally, I know we are still using standard pathfinder weaponry, but on the other hand, Vincent is basically a Cyborg and we ponder being in space or a different planet.

    In short, I am not quite certain how "tech-savvy" we really are, in the end(also because original plan had us be from Golarion, in other words, probably not knowing anything about all this).
    As such, I am not sure If certain concepts would be completely alien to us, or we can understand the underlying principle. Much can be done with magic, too, but if my background is xeno-biologist, did I travel between "planes" or "planets"...know what I mean?


    You didn't travel between planets before - you studied stuff on your home planet (local equivalents of stuff like, oh, the crashed ship in Numeria). Assume you're at least moderately familiar with the concepts of technology, but the actual tech in use here is unfamiliar to you.

    (As a Sword and Planet adventure, Legendary Planet has technology, but it typically leans fantastic - more crystals than computers.)


    HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

    Yeah, expected as much. I was just uncertain how far-reaching our familiarity with technology should be.
    The Players Guide only...partially covered the extent. And since you originally wanted us from Golarion, I was unsure what the creators had in mind before we have some downtime to familiarize ourselves with our surroundings.

    Thanks for the answer :)


    HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

    I don't threaten without a weapon, could only if I step closer to pick it up from Vincent, in which case we can't flank anyway.

    If It targets me, it has both a 50%+ chance to hit and to knock me out. As mentioned on entering/or with robot, Phai is somewhat afraid, and saw it's power when it attacked Vincent(wether she knows more about mimics or not).
    Tactically, I hope that I can pelt it from range, meaning even if it manages lucky hits against you two, I could possibly draw it away, letting Andretta try and stabilize you(or heal myself).
    If we all get "stuck" on it, thats not an option...so moving to the back is not cowardice, but tactical thinking on Phai's part.


    cryptic 3 // warder 3 // guardian 1 | HP: 47/47 | AC: 19 / T: 15 / FF: 17 | Fort: +5, Ref: +6, Will: +7(+0) | M. Atk: +5, R. Touch: +5 | CMB: +5, CMD: 20 | Init: +2, Perception: +9(+2)

    Not like that flanking bonus helped much with that roll. ;)


    Pld6/Src6/Grd1 | HP:83/83 | AC: 25 / T: 13 / FF: 23 | Fort: +13, Ref: +10, Will: +10; +2 vs. mind-affecting, poison and effects causing exhaustion or fatigue | Immune: disease, fear | CMB: +9, CMD: 22 | Init: +2, Perc: +1
    Daily Abilities:
  • MP 5/5
  • Cure Light Wand 33/50
  • Smite 1/2
  • LoH 8/8
  • Sorc Spells 1st: 3/8, 2nd: 6/6, 3rd: 3/4
  • Pld Spells: Hero's Defiance,Lesser Restoration, Grace
  • Status Effects:
  • Spell Storing Armor: Frigid Touch
  • Ant Haul (12 hours)
  • Overall, this game has been lots of fun so far. A few friends and I are going to be starting a biweekly game soon using character creation rules I mostly poached from this game since we'll have only 3 players. The power level definitely seems to be in the right spot, though the game so far has shown that poor dice rolls can be pretty cruel to a 3 person table at low levels.

    I've also noticed that 3 person gestalt parties tend to bump up the defenses and tone down the damage output a fair amount, which is nice to see, since I think I'll probably be using a similar ruleset when I run Wrath of the Righteous next year sometime.

    Should be interesting to see if we manage to make it to the levels where we can more easily weather fickle dice in this game.

    @GM Rednal: Any metagame advice whether this section of the game is intended to be explored/cleared out without resting? I think we'll probably be trying to rest here after this combat unless there's a good reason not to. That secure control room is looking mighty comfy right now.


    HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

    Matter of fact, despite the possible lucky crit, Phai would more or less insist on resting...that giant insect is still around, and that Mimic was a bit too "close" for her.(positive thinking=>we overcame it with that last round...i simply HOPE it was enough.)

    It agree that the module feels like it wants you to clean everything out completely unprepared, what with sounds coming, stuff shutting down and malfunctioning and things roaming wild.

    But from a metagame perspective, that would really suck for a regular party. The cleric has no heals, the wizard has no spells, and the warrior and rogue alone can't really deal with everything thrown at them without any support...(plus it would be immensely boring for the level 2 wizard with no spells, and only slightly better for the cleric)

    So...yeah, there may be negative effects for resting, but I'd pretty much insist on it anyway, because if we end in a TPK in the next fight, we'd have no one to blame but ourselves...


    @Vincent: I think everyone dying in the prologue helped make it clear that defenses would be helpful. XD And that remains true. That totally remains true.

    Gestalt can be a lot of fun - it does, after all, allow for thematically complex characters, and it usually lets people have SOME way of contributing to any given challenge, so they're always involved - but it's important to be clear about your expectations. For example, I've been fairly clear about how I want people to focus on diversifying across multiple roles, rather than supercharging one thing. Things like that make all the difference. For ANY character, I would say "no" to things not meant to be stacked (lots and lots of AC bonuses, damage bonuses, whatever).

    I'm actually running a three-player WotR right now. It has a heavy emphasis on themes of redemption - when characters are rewarded for non-aggressive solutions to problems, they're more likely to attempt to pursue such options in future encounters... and characters who are thinking about saving enemies and convincing them to become allies aren't going to invest everything into higher hit and damage numbers.

    In this game, the lesson is hopefully "You really can't predict what will happen next - be prepared for various things, rather than relying on one solution that might not work".

    ...

    And also "Ask yourself whether you really need to go to that room and kill that monster when you don't know how far you have to go, and carefully weigh your ability to continue with your desire to pursue specific things". You don't always have the luxury of a 15-minute adventuring day, and if I were you, I'd try to get out of the prison. XD (For what it's worth, I AM planning to give you something that resembles a rest when you accomplish this. You won't be sleeping, but you will be recharged, up to and including picking spells and getting healed.)


    HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

    I understand, but it still strikes me as odd that all prepared casters had to start empty, while spontaneous ones get their "juice".
    Thats a pretty significant gap depending on party-makeup. A sorcerer+oracle are all fine, a wizard+cleric seem screwed.

    I'm fine with pushing on, but it does strike me as a slightly odd design decision regardless(not complaining, just pointing out).
    And for the record, suggesting to skip areas seriously messes with my completionist OCD. I was known to backtrack significant lenghts in video games because certain maps were at 99% uncovered...I'm trying my best and was standing in the door of the mimic room chanting(the room is revealed, the room is revealed, no need to search it, the room is revealed, ...), hoping for one of the others to call it off...because I can't... ^_^


    You misunderstand. Prepared casters who can keep their spells in their heads - like Wizards - do. Prepared casters who must prepare each day did not have the opportunity to do so - you were swallowed a bit longer than that.

    (Some plots are more troublesome for some character types than others. XD This is a built-in part of the game, and COMPLETELY intentional. As has been pointed out, if the designers wanted everything to affect everyone the same way, there would only be one class.)


    Pld6/Src6/Grd1 | HP:83/83 | AC: 25 / T: 13 / FF: 23 | Fort: +13, Ref: +10, Will: +10; +2 vs. mind-affecting, poison and effects causing exhaustion or fatigue | Immune: disease, fear | CMB: +9, CMD: 22 | Init: +2, Perc: +1
    Daily Abilities:
  • MP 5/5
  • Cure Light Wand 33/50
  • Smite 1/2
  • LoH 8/8
  • Sorc Spells 1st: 3/8, 2nd: 6/6, 3rd: 3/4
  • Pld Spells: Hero's Defiance,Lesser Restoration, Grace
  • Status Effects:
  • Spell Storing Armor: Frigid Touch
  • Ant Haul (12 hours)
  • It's less "go in the room to kill the monster" than it is "we're pretty sure something is dangerous in here and we know it can look like anything, so let's deal with it while we are expecting it so it doesn't creep up on us and surprise us in the middle of the night". Especially with floors that vanish, tubes that spit out diseased zombies, etc., it really seems too risky to leave rooms unexplored. It also seems risky to rest for the night while we're still in the prison, which is why we've been pushing hard thus far I think.

    Also, I'm totally good with no 15-minute adventuring day (stretching resources is interesting). Smaller encounters tend to be more enjoyable and valuable when they work to erode party resources. I expect the "standard adventuring day" for this group will tend to be quite long, it's just tough to continue when out of healing, and hit points within 1 hit of unconscious (or 1 crit of dead).

    Just to be clear, none of this is intended as any kind of complaint. I'm having tons of fun (this is my current favorite PbP I'm in). It's a challenging game, I never know what's coming next, I like the characters, the themes have me thoroughly enticed and I'm invested in my character (auttaine are just so cool!). Couple that with good players and a GM style that I enjoy, I think this game is great.


    Well, Mimics tend to wait for they are.

    ...

    Evidence suggests this works. XD

    (It wouldn't come out to strangle you in your sleep. They're not that kind of foe. Now, OTHER stuff in the prison...)


    HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

    I agree, it's really enjoyable, I really like it.

    It was not meant as a complaint, as mentioned, I just thought that it would probably make sense to cut groups SOME slack in terms of resting ability considering it could be very troublesome depending on party makeup...that worry is completely moot in a gestalt game like ours, I'm perfectly capable of contributing without the shaman side online ;)

    But yeah, while we're slinging compliments, I am enjoying it very much, and I'm all for the long adventuring days(one reason I'd commit significant parts of the spell loadout to healing/de-debuffs).

    I think what REALLY threw me off was that giant insect shutting down Ooran and crunching Vincent good before taking off again. And the fact I'd feel incredibly vulnerable climbing. That has Phai REALLY on edge, and is probably the biggest reason she wants to stay in the floor rather than press on ;)
    (or, rephrased: that was such an atmospheric WTF-moment I'm literally scared of going into the shaft it retreated into).

    I suppose a "Yeah, the worm bull-rushes you all from above while climbing, you each take 6d6 fall damage, roll new characters" won't happen...but it FEELS so possible...


    Quote:
    that worry is completely moot in a gestalt game like ours, I'm perfectly capable of contributing without the shaman side online

    And that's why I didn't softball things by making it easier. XD I knew you would still have -some- way of contributing, but would still have the chance to learn the important lesson here. If you weren't gestalt and actually needed those spells to be functional, I'd have found some way of permitting it. Nothing's less fun than being told "by the way, you can't contribute at all". Kinda defeats the purpose of playing, y'know? o_O


    HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

    Haha, ya, I know, it's why I was even wondering in the first place.(as in, how is this intended to run with non-gestalted groups).

    But as said, I'm all happy and satisfied and feel fully capable.

    Also, if you have a moment, you could check gameplay before the 3-post count. I'll probably head to bed soon and would really like to know if we got the Mimic or not... ^_^


    Ah, you players, so demanding. XD Okay, okay~

    Also, I'll check your XP gain after dinner.


    HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

    I'll make it up to you someday, somehow...much appreciated ^_^


    Good news, everyone! You have enough XP to level up.

    Anyway, do not update your character sheets yet. Instead, make and save a copy of your updated sheet, posting a summary of your updates here for me to review. Once I've approved them, THEN you can update your sheets.

    (I'm not expecting any trouble, and you will almost certainly be given immediate approval. ^^ It's just a habit of mine so I can double-check things. I've only had to reject something once, and that was because Greater Invisibility and Mythic's "Undetectable" Legendary Item power is flat-out broken. XD)


    Pld6/Src6/Grd1 | HP:83/83 | AC: 25 / T: 13 / FF: 23 | Fort: +13, Ref: +10, Will: +10; +2 vs. mind-affecting, poison and effects causing exhaustion or fatigue | Immune: disease, fear | CMB: +9, CMD: 22 | Init: +2, Perc: +1
    Daily Abilities:
  • MP 5/5
  • Cure Light Wand 33/50
  • Smite 1/2
  • LoH 8/8
  • Sorc Spells 1st: 3/8, 2nd: 6/6, 3rd: 3/4
  • Pld Spells: Hero's Defiance,Lesser Restoration, Grace
  • Status Effects:
  • Spell Storing Armor: Frigid Touch
  • Ant Haul (12 hours)
  • What changed at level 3:
    Paladin
    • Divine Health, immune to disease
    • Aura of Courage, immune to fear and +4 morale bonus on fear saves for companions within 10 ft.
    • Sickened mercy
    Sorcerer
    • Learned grease, cause mimics hurt
    • Gained Metamagic Adept 1/day (but no metamagic yet, so useless for now)
    Skills, Feats and Vital Stats
    • Learned Arcane Armor Training to trim spell failure
    • Put a rank into Craft (armor), Profession (teacher), Heal, Intimidate, Kn. Arcana, Spellcraft
    • +13 Max HP and +1 Reflex Save

    Full Character Sheet:
    Vincent Riker
    Male auttaine paladin 3/sorcerer (tattooed sorcerer) 3/gestalt 3 (Legendary Planet Player's Guide 2, Pathfinder Campaign Setting: Inner Sea Magic)
    LG Medium humanoid (half-construct)
    Init +2; Senses Perception +1
    Aura courage (10 ft.)
    --------------------
    Defense
    --------------------
    AC 21, touch 12, flat-footed 19 (+6 armor, +2 Dex, +2 natural, +1 shield)
    hp 39 (3d10+9)
    Fort +8, Ref +6, Will +5; +2 bonus vs. disease, mind-affecting effects, poison, and effects that cause either exhaustion or fatigue.
    Immune disease, fear
    --------------------
    Offense
    --------------------
    Speed 30 ft. (20 ft. in armor)
    Melee battleaxe +6 (1d8+3/×3) or
    . . cold iron dagger +6 (1d4+3/19-20) or
    . . mwk falcata +7 (1d8+3/19-20/×3) or
    . . warhammer +6 (1d8+3/×3)
    Ranged bolas +5 (1d4+3 nonlethal) or
    . . light crossbow +5 (1d8/19-20)
    Special Attacks smite evil 1/day (+3 attack and AC, +3 damage)
    Spell-Like Abilities (CL 3rd; concentration +8)
    . . 3/day—dancing lights
    Paladin Spell-Like Abilities (CL 3rd; concentration +8)
    . . At will—detect evil
    Sorcerer (Tattooed Sorcerer) Spells Known (CL 3rd; concentration +8)
    . . 1st (6/day)—burning hands (DC 14), feather fall, grease, identify
    . . 0 (at will)—detect magic, light, mending, read magic, spark[APG] (DC 13)
    . . Bloodline Arcane
    --------------------
    Statistics
    --------------------
    Str 16, Dex 14, Con 14, Int 10, Wis 8, Cha 17
    Base Atk +3; CMB +6; CMD 18
    Feats Alertness, Arcane Armor Training, Power Attack, Varisian Tattoo[ISWG]
    Traits focused mind, seeker of the stars
    Skills Acrobatics -3 (-7 to jump), Appraise +5, Craft (armor) +7, Craft (weapons) +6, Diplomacy +7, Handle Animal +7, Heal +3, Intimidate +7, Knowledge (arcana) +4, Knowledge (nobility) +4, Knowledge (religion) +4, Linguistics +1, Perception +1, Profession (teacher) +7, Sense Motive +1, Spellcraft +5, Use Magic Device +7
    Languages Common, Elali
    SQ bloodline arcana (+1 DC for metamagic spells that increase spell level), bloodline tattoos, familiar tattoo, half-construct, lay on hands 4/day (1d6), mercy (sickened), metamagic adept (1/day)
    Combat Gear cold iron crossbow bolts (50), acid (3), alchemist's fire (3), holy water; Other Gear breastplate, light steel shield, battleaxe (5), bolas, cold iron dagger (2), light crossbow, mwk falcata[APG], warhammer, traveler's any-tool[UE], backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy text[UE], mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of Haymot Steel-Arm, wrist sheath, spring loaded (2), 12 gp
    --------------------
    Special Abilities
    --------------------
    Arcane Armor Training Swift action: -10% arcane spell failure due to armor.
    Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
    Bloodline Arcana: Arcane (Ex) When a spell level is increased by a metamagic feat, it gains +1 DC.
    Bloodline Tattoos (Ex) Bloodline spells are cast at +1 caster level.
    Concealed Weapon (Light steel shield) Conceal a 3lb light melee weapon which receives +4 bonus on Slight of Hand checks.
    Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
    Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
    Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
    Familiar Bonus: You gain the Alertness feat while your familiar is within arm's reach.
    Familiar Tattoo (Su) A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to
    Focused Mind +2 to Concentration checks
    Half-Construct You do not breathe, eat, or sleep, but can drink potions and sleep to regain spells.
    Immunity to Disease You are immune to diseases.
    Immunity to Fear (Ex) You are immune to all fear effects.
    Lay on Hands (1d6 hit points, 4/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
    Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition.
    Metamagic Adept (1/day) (Ex) Apply a metamagic feat without increasing the casting time of the spell.
    Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
    Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
    Smite Evil (1/day) (Su) +3 to hit, +3 to damage, +3 deflection bonus to AC when used.
    Traveler's any-tool Acts as masterwork tools for most Craft or Profession skills.
    Varisian Tattoo (Evocation) Spells from chosen school gain +1 caster level.


    GM Rednal wrote:
    I've only had to reject something once, and that was because Greater Invisibility and Mythic's "Undetectable" Legendary Item power is flat-out broken. XD)

    Whatever could you mean? ^_^

    Yay Level!


    cryptic 3 // warder 3 // guardian 1 | HP: 47/47 | AC: 19 / T: 15 / FF: 17 | Fort: +5, Ref: +6, Will: +7(+0) | M. Atk: +5, R. Touch: +5 | CMB: +5, CMD: 20 | Init: +2, Perception: +9(+2)

    What changed for level 3:

    Cryptic
  • Enhanced Disruption +1d6 Disrupt Pattern now deals 2d6.
  • Evasion If you succeed at a Reflex save for half damage, you take none instead.
  • Gained 3 Power Points (for a max of 8)
  • Learned Metamorphosis, Minor

    Warder

  • Bonus Feat Bodyguard
  • Learned Regal Blade maneuver

    Character

  • +13 max HP
  • +1 BAB
  • Feat Speed of Thought
  • Put skill ranks in Craft (tattoo), Craft (traps), Profession (engineer), Knowledge (engineering), , Acrobatics, Disable Device, Knowledge (arcana), Knowledge (nature), Knowledge (planes), Knowledge (religion), Perception, and Sense Motive
  • Character Sheet:

    Male tretharri cryptic (pattern breaker) 3//warder (dervish defender, zweihander sentinel) 3
    NG Medium humanoid (tretharri)
    Init +2; Senses Perception +9(+8)

    Daily Abilities
    Altered Defense 1 (7 rounds) (Su) - 7/7
    Armiger's Mark -4 (3 rounds, 4/day) (Ex) - 4/4
    Power Points (Sp) - 8/8
    AoOs - 7/7

    Active conditions: Wisdom Drain (-2)

    Defense
    AC 19, touch 15, flat-footed 17 (+3 armor, +2 Dex, +1 shield, +3 untyped (Two-Weapon Defense))
    HP 42 (3d12+6)
    Fort +4, Ref +5, Will +6

    Offense
    Speed 30 ft. (40 ft. With psionic focus)
    Melee armament shield bash +3 (1d3+1) or
    dagger +5 (1d4+2/19-20) or
    greatsword +3 (2d6+3/19-20) or
    short sword +3 (1d6+1/19-20) or
    short sword +5 (1d6+2/19-20)
    Ranged disrupt pattern +5 (1d6+3+1d6) (touch) or
    dagger +5 (1d4+2/19-20)
    Special Attacks 1 circular stance, 1 encouraging roar, 1 panthera on the hunt, 1 prince's attitude, 1 red zephyr's strike, 1 running hunter's stance, 1 scything strike, 2 defending the pride, 2 regal blade
    Cryptic (Pattern Breaker) Powers Known (power points 8, ML 3rd; concentration +4)
    1st—inevitable strike, kinetic legerdemain, minor metamorphosis
    0th—far hand, my light

    Statistics
    Str 15, Dex 14, Con 12, Int 16, Wis 16(14), Cha 8
    BAB +3; CMB +5; CMD 20
    Feats Bodyguard, Combat Reflexes, Multiweapon Fighting, Scribe Tattoo, Speed of Thought, Toughness, Two-weapon Fighting
    Traits dedicated defender, far-flung gladiator
    SQ +1 skill point, Aegis, altered defense, altered defense (absorb), altered defense (deflect), altered defense (retaliate), armament shield, Armiger's Mark, athletic, Defensive Focus, disable lock, disrupt pattern, multi-armed, pattern designs, sunder pattern, trapfinding +1, trapmaker, two-weapon defense, zweihander training

    Skills
    Acrobatics +8; (Ranks:3, +3 class, +2 Dex, -0 ACP)
    Appraise +3; (Untrained, +0 class, +3 Int)
    Bluff -1; (Untrained, -1 Cha)
    Climb +8; (Ranks:1, +3 class, +2 Str, -0 ACP, +2 racial (Athletic))
    Craft (tattoo) +11; (Ranks:3, +3 class, +3 Int, +2 tools)
    Craft (traps) +11; (Ranks:2, +3 class, +3 Int, +3 untyped (Trapmaker))
    Diplomacy -1; (Untrained, +0 class, -1 Cha)
    Disable Device +11; (Ranks:3, +3 class, +2 Dex, -0 ACP, +1 untyped (trapfinding), +2 Mwk Thieves Tools)
    Disguise -1; (Untrained, +0 class, -1 Cha)
    Escape Artist +6; (Ranks:1, +3 class, +2 Dex, -0 ACP)
    Fly +2; (Untrained, +2 Dex, -0 ACP)
    Heal +3(+2); (Untrained, +3(+2) Wis)
    Intimidate -1; (Untrained, +0 class, -1 Cha)
    Knowledge (arcana) +7; (Ranks:1, +3 class, +3 Int)
    Knowledge (dungeoneering) +7; (Ranks:1, +3 class, +3 Int)
    Knowledge (engineering) +8; (Ranks:2, +3 class, +3 Int)
    Knowledge (geography) +7; (Ranks:1, +3 class, +3 Int)
    Knowledge (local) +7; (Ranks:1, +3 class, +3 Int)
    Knowledge (martial) +7; (Ranks:1, +3 class, +3 Int)
    Knowledge (nature) +7; (Ranks:1, +3 class, +3 Int)
    Knowledge (planes) +7; (Ranks:1, +3 class, +3 Int)
    Knowledge (psionics) +7; (Ranks:1, +3 class, +3 Int)
    Knowledge (religion) +7; (Ranks:1, +3 class, +3 Int)Linguistics +7; (Ranks:1, +3 class, +3 Int)
    Perception +9(+8) (+10(+9) to locate traps); (Ranks:3, +3 class, +3(+2) Wis) (+1 trapfinding)
    Profession (engineer) +8(+7); (Ranks:1, +3 class, +3(+2) Wis)
    Profession (gladiator) +7; (Ranks:1, +3 class, +3(+2) Wis)
    Ride +2; (Untrained, +0 class, +2 Dex, -0 ACP)
    Sense Motive +9(+8); (Ranks:2, +3 class, +3(+2) Wis)
    Spellcraft +7; (Ranks:1, +3 class, +3 Int)
    Stealth +2; (Untrained, +0 class, +2 Dex, -0 ACP)
    Survival +7(+6); (Ranks:1, +3 class, +3(+2) Wis)
    Swim +4; (Untrained, +0 class, +2 Str, -0 ACP, +2 racial (Athletic))
    Racial Modifiers +2 Climb, +2 Swim
    Languages Common, Draconic, Dwarven, Elven, Jagladine, Tretharri

    Equipment and Encumberence
    Weapons and Ammo dagger (4), greatsword, short sword (2)
    Armor and Defense mwk leather armor
    Combat Gear potion of cure light wounds (5)
    Other Gear belt pouch (ioun torch ioun stone, flint and steel, twine (50'), whetstone), belt pouch (masterwork thieves' tools), belt pouch (money), masterwork backpack (artisan's tools (traps), bedroll, ink (2), masterwork artisan's tools (tattoo), mess kit, soap, trail rations (5), ), traveler's outfit, wrist sheath (spring loaded) (4)
    Coins 16 pp, 8 gp, 11 sp, 6 cp
    Carrying Capacity L / M / H
    With backpack - 76 / 153 / 230 lbs.
    Without backpack - 66 / 133 / 200 lbs.
    Encumberence
    With backpack - Light load, 71.32 lbs.
    Without backpack - Light load, 45.82 lbs.

    Tracked Resources
    1 Encouraging Roar (Readied, 1/Encounter) (Ex) - 0/1
    1 Prince's Attitude (Readied, 1/Encounter) (Ex) - 0/1
    2 Defending the Pride (Readied, 1/Encounter) (Ex) - 0/1
    2 Regal Blade (Readied, 1/Encounter) (Ex) - 0/1
    Altered Defense 1 (7 rounds) (Su) - 0/7
    Armiger's Mark -4 (3 rounds, 4/day) (Ex) - 0/4
    Dagger - 0/2
    Power Points - 0/8

    Special Abilities
    +1 Skill Point FCB (3)+1 Skill Point
    1 Circular Stance (Ex) Stance: Flankers do not receive combat bonus against you when flanking.
    1 Encouraging Roar (Ex) Boost - Until next turn, all allies gain a +2 morale bonus to all attacks and damage.
    1 Panthera on the Hunt (Ex) Strike: The martial disciple gains a +2 damage bonus on a charge attack, and ignores attacks of opportunity
    1 Prince's Attitude (Ex) Boost: +4 AC against attacks of opportunity while moving, +2 bonus to Reflex saves and Initiative.
    1 Red Zephyr's Strike (Ex) Strike: Make a melee attack, then make an immediate 10ft movement.
    1 Running Hunter's Stance (Ex) Stance - While in this stance, the disciple gains the scent special ability and a +10 ft. enhancement bonus to movement speed.
    1 Scything Strike (Ex) Strike: Make a melee attack on two adjacent enemies as a single attack.
    2 Defending the Pride (Ex) Boost - Grant all allies within 60 ft. a +4 bonus to AC for one round.
    2 Regal Blade (Ex) Boost: Add +2 to attack roll and +1d8 to damage roll on a single melee attack.
    Aegis +1 (10 feet) (Ex) +1 morale bonus to AC and Will saves for allies within 10 feet
    Altered Defense 1 (7 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.
    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.
    Armament Shield Your weapon can bash as a light shield if wielded in two hands
    Armiger's Mark -4 (3 rounds, 4/day) (Ex) Marked enemies get -4 to hit creatures other than you and suffer +12% to ASF for 3 rounds
    Armor Proficiency (Heavy) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
    Armor Proficiency (Light) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
    Armor Proficiency (Medium) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
    Athletic Tretharri receive a +2 racial bonus on Climb and Swim checks.
    Bodyguard Use an AoO to use aid another to improve an ally's AC.
    Combat Reflexes (7 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
    Dedicated Defender +1 to attack and checks vs. SR while adjacent to a dying/disabled ally.
    Defensive Focus (10ft) (Ex) Increased threatened area, can move when making AoO, +5 to CMD vs. Acro to avoid AoO
    Disable Lock (6/day) (Su) A 2nd level pattern breaker gains the ability to disable a lock a number of times per day equal to 3 + her Intelligence modifier. Using this ability is a standard action with a range of 30 ft.
    Disrupt Pattern (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.
    Far-flung Gladiator The non-proficiency penalty for using an exotic weapon is only -2 for you.
    Martial Weapon Proficiency - All You are proficient with all Martial weapons.
    Multi-Armed (Ex) Has one primary and 3 off hands.
    Multiweapon Fighting Penalties for fighting with multiple weapons are reduced by 2 with the primary hand and reduced by 6 with off hands. Replaces Two-Weapon Fighting for creatures with multiple arms.
    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.
    Scribe Tattoo You can create psionic tattoos, which store powers within their designs.
    Speed of Thought When focused speed +10ft or +30ft when you expend focus.
    Simple Weapon Proficiency - All Proficient with all simple weapons.
    Sunder Pattern At 2nd level, the pattern breaker gains a bonus on sunder attempts equal to half her class level. This replaces hidden pattern.
    Toughness You gain +3 hit points.
    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.
    Two-Weapon Defense (Ex) Gain INT to AC when dual-wielding and wearing light or no armor and no shield.
    Two-Weapon Fighting Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.
    Zweihander Training Gain your Aegis bonus as a shield bonus when using a two-handed weapon


    HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

    Changes Level 3:

    +1 BaB, +11 HP
    Feat: Precise Shot(YAY)

    Slayer Class Feature: +1d6 Sneak Attack
    Shaman: 2nd level spell(+1 wis)+ 1 spirit magic(lesser restoration), Channel Energy 2d6

    Skills:
    Bonus/+1 Craft(Painting)
    Bonus/+1 Profession(Writer)
    Background/+1 Linguistics(Ultari)
    Background/+1 Handle Animal
    +1 Sense Motive
    +1 Perception
    +1 Stealth
    +1 Survival
    +1 Acrobatics
    +1 Heal
    +1 Diplomacy
    +1 Intimidate
    +1 Spellcraft

    On looking through things, I also figured that I mis-choose a trait...(Weathered Emissary, to make linguistics a class skill...but due to shaman of the past archetype it's a class skill anyway.) It's fine if I'm stuck with it, but thought I'd ask if I could swap it out for something more useful)

    That SHOULD be everything, but I just woke up-


    Pld6/Src6/Grd1 | HP:83/83 | AC: 25 / T: 13 / FF: 23 | Fort: +13, Ref: +10, Will: +10; +2 vs. mind-affecting, poison and effects causing exhaustion or fatigue | Immune: disease, fear | CMB: +9, CMD: 22 | Init: +2, Perc: +1
    Daily Abilities:
  • MP 5/5
  • Cure Light Wand 33/50
  • Smite 1/2
  • LoH 8/8
  • Sorc Spells 1st: 3/8, 2nd: 6/6, 3rd: 3/4
  • Pld Spells: Hero's Defiance,Lesser Restoration, Grace
  • Status Effects:
  • Spell Storing Armor: Frigid Touch
  • Ant Haul (12 hours)
  • Phai Kareen wrote:
    That SHOULD be everything, but I just woke up

    And I'm off to bed, good night!


    HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none
    Phai Kareen wrote:
    That SHOULD be everything, but I just woke up

    Obviously, it was not everything. I dun messed up somehow. It may be I've missed a last-minute attribute shift during creation, or it slipped my mind somehow, but with the 10 Con and no HP-providing Feats, I can only have 11 HP per level via FCB, but I also list that in skills.

    I do have plenty of skills to go around, so I guess I'll cut back on those. Means -1 rank per level, for simplicity's sake, I'm just removing 3 picks in this level. -Intimidate, -Spellcraft, -Acrobatics from the list above.

    Then things should be correct. Apologies.


    Yes, you can change that trait - and you're all good otherwise. ^^/


    HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

    And updated.

    For the trait, I just looked quickly with no luck...will update ASAP when i found a replacement that fits and that I want.


    What're you looking for? Maybe I can help you find one.


    HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

    Thing is, I found a few interesting ones, but most of those seem religious, which I kind of avoid usually(on courtesy of not usually playing very devout characters...(except Eliphas, he was really going to be into Yidhra ;)) ) and regional ones, which are not really...good choices, without more info about my home planet.

    Defensive Strategist being one of those(but would be moot sooner or later anyway, as I will always be allowed to act in surprise rounds and treat my init roll as a 20 for that-)
    Another would be Magic is Life, I heavily dislike death effects, and not bleeding out as only proper healer would be nice.
    Other things that would be interesting are things like Storm Hunter, where the utility would heavily depend upon wether that actually would come up. If we spend much of the time indoors, for example, that would be rather useless.
    Others yet, like Battlefield Surgeon would be especially interesting if Skill Unlocks are in...(as that would be a potent healing combo with Signature Skill(Healing) as long as I don't run out of Doctor's bags-)

    All in all, I'm looking for some kind of added utility that is not SO situational that I'd forget about it when it comes up.

    Out of those, I'd probably prefer Battlefield Surgeon if Signature Skill is in and the combo works(meaning I get to treat people twice a day, with the signature skill bonus, which could allow me to swap a few healing spells for different ones later on-)...with Magic is life as a close second.
    Storm hunter seems very situational, but would fit(and regain utility after "Control Weather" is online), and Defensive Strategist is nice, but will be obsolete in a few levels(but showcases the kind of thing I am after).


    The last time someone was really into me, it was because I was eating them. o wo~

    Rednal thinks Signature Skill is permissible, and honestly, he doesn't want to crimp the party's healing TOO much. You never know when you'll be far from home with no way to access supplies, so if you plan to invest in healing options when you can... XD It'd be mean of him to reject that.


    cryptic 3 // warder 3 // guardian 1 | HP: 47/47 | AC: 19 / T: 15 / FF: 17 | Fort: +5, Ref: +6, Will: +7(+0) | M. Atk: +5, R. Touch: +5 | CMB: +5, CMD: 20 | Init: +2, Perception: +9(+2)

    Sorry for being slow today. Unexpectedly home with kids. Should be back to full speed on Monday.


    HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

    Hehe, thanks. Yay.

    I'll be a walking health kit.

    Channel positive energy - check.
    Cure spells - check.
    Cure spells not bound by level limit - L4+ check.
    Healing Hex - check.
    Healing Hex empowered and at range - L5/L12 check.
    Heal Skill - check.
    Treat deadly wounds twice - check.
    Signature Skill unlock for Heal Skill - L5 check.

    I hope that HP will not be the limiting factor of our long adventuring days ^_^


    Pld6/Src6/Grd1 | HP:83/83 | AC: 25 / T: 13 / FF: 23 | Fort: +13, Ref: +10, Will: +10; +2 vs. mind-affecting, poison and effects causing exhaustion or fatigue | Immune: disease, fear | CMB: +9, CMD: 22 | Init: +2, Perc: +1
    Daily Abilities:
  • MP 5/5
  • Cure Light Wand 33/50
  • Smite 1/2
  • LoH 8/8
  • Sorc Spells 1st: 3/8, 2nd: 6/6, 3rd: 3/4
  • Pld Spells: Hero's Defiance,Lesser Restoration, Grace
  • Status Effects:
  • Spell Storing Armor: Frigid Touch
  • Ant Haul (12 hours)
  • Hmm.. I've been thinking. Would clone work on an auttaine? The half-construct type prevents normal raise dead, which is why Vincent's primary goal is finding a way to restore lost auttaine heroes to life. Fixing the weaknesses of his people is a big part of his faith. It's a little unclear whether a clone would function for them though, as an insurance policy.

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