(3) Legend of the Elder Souls (Inactive)

Game Master mdt

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Hell Village Demonreach


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Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

You can do so.

You need to give me a Kn(Geography) or Profession(Artistry) or Craft(Metalworking) to make it worthwhile. The higher your roll, the more useful it is.


5 Rounds Flaming Burst, Keen Magus 5//Expert 4/Warrior 1 (MR2) HP (51/51) AP (6/6) MP (7/7) LP (3/3) AoO (6)
Stats:
AC/Touch/Flat/CMD 22/20/13/23 | Fort/Ref/Will +06/+08/+08 | Init +07
Skills:
+14: Acrobatics; +13: Stealth +12: Escape Artist; Spellcraft, Arcana +11: Know(Dungeoneering, Engineering); +9 Perception, Mythology, Nature; +8 Know(Geography); +7 Bluff, Climb, Disguise; +6 UMD

I'd retrained his painting into sculpting using Lina's workers, would that apply? Wait. I can just take artistry overall? Score.

Artistry: 1d20 + 8 ⇒ (9) + 8 = 17 (21 if surge is applicable)

And if you'd like:

Kn(Geo): 1d20 + 4 ⇒ (8) + 4 = 12 (13 if surge is applicable and this is necessary)

For the version he has in his head, or we can wait til it's necessary, either works.

Surge if applicable to either check.: 2d6 ⇒ (4, 1) = 5 First for Art, second for Geo.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

You have a decent enough map. To fit the local area into it, each 'tunnel' had to be about as big as a pencil at most, so it's not got a lot of detail on it, but as long as you are careful, you should be able to keep track of where you are.


5 Rounds Flaming Burst, Keen Magus 5//Expert 4/Warrior 1 (MR2) HP (51/51) AP (6/6) MP (7/7) LP (3/3) AoO (6)
Stats:
AC/Touch/Flat/CMD 22/20/13/23 | Fort/Ref/Will +06/+08/+08 | Init +07
Skills:
+14: Acrobatics; +13: Stealth +12: Escape Artist; Spellcraft, Arcana +11: Know(Dungeoneering, Engineering); +9 Perception, Mythology, Nature; +8 Know(Geography); +7 Bluff, Climb, Disguise; +6 UMD

Yeah, that's pretty much how I was figuring it, probably smaller to be honest. Literally about as useful as a roadmap, you knew where you were by which roads you passed moreso than what your odometer says. (Never trust your biological odometer in a cave, for that matter).

He'd probably have a 'cover page' that was useful for nothing but showing the outline of the basin, so that you could roughly compare 'where you were' to how far you were from the outside of the basin.

Other than that, really simple. Without the right tools, there's no way he could go into really thorough detail. :) Thanks. Now someone just needs to claim the map as their own, for safety's sake.


F Human Monk (Unchained 5) / Warrior 1, Adept 4 / Mythic 2
Stats:
HP 63/63, MP 7/7, Ki 4/4, AC 23, CMD 28/30 vs Grapple, T 19, FF 18, Init +8, Fort +10, Ref +10/+11 (Evasion), Will +7/+11, Perception +12/+23 (Litilgandr)
AoE Instructions:
Unless otherwise mentioned: Trip at 10' reach, +12 CMB or +14 vs humans

Sounds good. Lina's fine continuing down the cave, and can take the map if nobody else wants it (She's trained a little in geography), although we better start figuring out if we can rely on anything better than Jacob's Perform (act) to get a message across to the underground lizard men.


5 Rounds Flaming Burst, Keen Magus 5//Expert 4/Warrior 1 (MR2) HP (51/51) AP (6/6) MP (7/7) LP (3/3) AoO (6)
Stats:
AC/Touch/Flat/CMD 22/20/13/23 | Fort/Ref/Will +06/+08/+08 | Init +07
Skills:
+14: Acrobatics; +13: Stealth +12: Escape Artist; Spellcraft, Arcana +11: Know(Dungeoneering, Engineering); +9 Perception, Mythology, Nature; +8 Know(Geography); +7 Bluff, Climb, Disguise; +6 UMD

The first person who smiles at these guys is probably gonna kill us all. 'You dare bare your teeth at me!?' :P

Assuming they even speak.


F Human Monk (Unchained 5) / Warrior 1, Adept 4 / Mythic 2
Stats:
HP 63/63, MP 7/7, Ki 4/4, AC 23, CMD 28/30 vs Grapple, T 19, FF 18, Init +8, Fort +10, Ref +10/+11 (Evasion), Will +7/+11, Perception +12/+23 (Litilgandr)
AoE Instructions:
Unless otherwise mentioned: Trip at 10' reach, +12 CMB or +14 vs humans

Well, there's always Comprehend Languages/Tongues, but they're pretty situational so nobody ever memorizes them.


Male Human HP (21)
Stats:
AC/Touch/Flat 16/12/14 | Fort/Ref/Will +1/+3/+4 | Init +2
Skills:
Knowledge +8, Perception +5, Perform(Oratory)/Diplomacy/Sense Motive +17, Appraise +9, Spellcraft +7, Swim +8
Bard 3/ Aristocrat 2 / Expert 1
Lina the Unbroken wrote:
Well, there's always Comprehend Languages/Tongues, but they're pretty situational so nobody ever memorizes them.

Including Jacob. While useful in the meta-sense, they are not things he wold have come naturally to him.


5 Rounds Flaming Burst, Keen Magus 5//Expert 4/Warrior 1 (MR2) HP (51/51) AP (6/6) MP (7/7) LP (3/3) AoO (6)
Stats:
AC/Touch/Flat/CMD 22/20/13/23 | Fort/Ref/Will +06/+08/+08 | Init +07
Skills:
+14: Acrobatics; +13: Stealth +12: Escape Artist; Spellcraft, Arcana +11: Know(Dungeoneering, Engineering); +9 Perception, Mythology, Nature; +8 Know(Geography); +7 Bluff, Climb, Disguise; +6 UMD

Important: If you throw kobolds at us, MDT, I will go into my back yard, collect a stick, and bring it back in here to shake at you threateningly. Kobolds are like... my greatest weakness.


F Human Monk (Unchained 5) / Warrior 1, Adept 4 / Mythic 2
Stats:
HP 63/63, MP 7/7, Ki 4/4, AC 23, CMD 28/30 vs Grapple, T 19, FF 18, Init +8, Fort +10, Ref +10/+11 (Evasion), Will +7/+11, Perception +12/+23 (Litilgandr)
AoE Instructions:
Unless otherwise mentioned: Trip at 10' reach, +12 CMB or +14 vs humans

Really? I feel like kobolds are usually their own greatest weakness.


5 Rounds Flaming Burst, Keen Magus 5//Expert 4/Warrior 1 (MR2) HP (51/51) AP (6/6) MP (7/7) LP (3/3) AoO (6)
Stats:
AC/Touch/Flat/CMD 22/20/13/23 | Fort/Ref/Will +06/+08/+08 | Init +07
Skills:
+14: Acrobatics; +13: Stealth +12: Escape Artist; Spellcraft, Arcana +11: Know(Dungeoneering, Engineering); +9 Perception, Mythology, Nature; +8 Know(Geography); +7 Bluff, Climb, Disguise; +6 UMD

It's all fun and games til 1.5' high tunnels is the only way forward... and they're all fricking trapped.


F Human Monk (Unchained 5) / Warrior 1, Adept 4 / Mythic 2
Stats:
HP 63/63, MP 7/7, Ki 4/4, AC 23, CMD 28/30 vs Grapple, T 19, FF 18, Init +8, Fort +10, Ref +10/+11 (Evasion), Will +7/+11, Perception +12/+23 (Litilgandr)
AoE Instructions:
Unless otherwise mentioned: Trip at 10' reach, +12 CMB or +14 vs humans

Ah, fair enough. Then again, that's a problem that can be easily solved by a party summoner calling forth expendable celestial canines.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

The group reaches the first branching. See map, if you aren't happy with where I put you, that's your problem, I gave you two days to move your characters, and nobody moved them

Perception rolls please.


5 Rounds Flaming Burst, Keen Magus 5//Expert 4/Warrior 1 (MR2) HP (51/51) AP (6/6) MP (7/7) LP (3/3) AoO (6)
Stats:
AC/Touch/Flat/CMD 22/20/13/23 | Fort/Ref/Will +06/+08/+08 | Init +07
Skills:
+14: Acrobatics; +13: Stealth +12: Escape Artist; Spellcraft, Arcana +11: Know(Dungeoneering, Engineering); +9 Perception, Mythology, Nature; +8 Know(Geography); +7 Bluff, Climb, Disguise; +6 UMD

Super angry! No, honestly, I don't see any reason the group would change things up. Luna moved to the front to scout. Neri's fast which means even if there is combat, back ranks is fine. Either way, they're limited to torch light's range for vision til you say otherwise. :) Thank you for the map. :) I probably should have said the next turn is coming and to be on guard, but... Sorry for dropping the ball. :)


Female Caucasian

Yea I moved Luna to the front of the group but beside Lina so she didn't block her view


5 Rounds Flaming Burst, Keen Magus 5//Expert 4/Warrior 1 (MR2) HP (51/51) AP (6/6) MP (7/7) LP (3/3) AoO (6)
Stats:
AC/Touch/Flat/CMD 22/20/13/23 | Fort/Ref/Will +06/+08/+08 | Init +07
Skills:
+14: Acrobatics; +13: Stealth +12: Escape Artist; Spellcraft, Arcana +11: Know(Dungeoneering, Engineering); +9 Perception, Mythology, Nature; +8 Know(Geography); +7 Bluff, Climb, Disguise; +6 UMD

A few questions regarding the future of Neri's build:

Crafting Mastery (Archmage)
You can craft any magic item as if you had the necessary item creation feats. If you actually have the item creation feat needed for a magic item you're crafting, whenever you attempt a skill check to create that item, roll twice and use the higher result, and you make twice as much progress on the item for any time spent. This ability does not reduce the item's cost or any other requirements.

I read this as requiring me to meet the prerequisites of the feat, but I can still meet a higher DC for making something we don't have access to the spell for. I have to meet the requirements of the feat, but the requirements of the item itself are malleable. It doesn't add any special knowledge, or automatically grant caster level for the sake of crafting, right?

Shadow Stealth (Ex)

Whenever you're in darkness, you can move at full speed within that area without taking a penalty on Stealth checks. As a move action, you can expend one use of mythic power to teleport from one area of darkness to another within 100 feet as if using greater teleport. You must have line of effect to the destination.

What would you consider 'darkness' for this ability? Is dim light enough, or does it have to be the literal Darkness light level, like, one step darking than dim light?

Class Mimic (Su)

The abilities of your allies are available to you with a touch. As a standard action, you can expend one use of mythic power and touch a willing creature to copy one of that creature's class features. You gain the use of this class feature for 10 minutes per tier, using the level of the creature touched as your level for any effects based on level. You can't copy an ability that has a limited number of uses per day (such as rage, smite evil, or spellcasting) or an ability that involves a companion (such as eidolon, hunter's bond, or nature bond). You can have only one use of this ability in effect at one time. If you use this ability again, any previous use immediately ends. You can't copy the same ability more than once per day.

If I utilize this, do I have to select identical choices to the options I have available? Is that limited by the archetypes they took? If we had a ranger, who had humanoid, could I select dragon instead?


F Human Monk (Unchained 5) / Warrior 1, Adept 4 / Mythic 2
Stats:
HP 63/63, MP 7/7, Ki 4/4, AC 23, CMD 28/30 vs Grapple, T 19, FF 18, Init +8, Fort +10, Ref +10/+11 (Evasion), Will +7/+11, Perception +12/+23 (Litilgandr)
AoE Instructions:
Unless otherwise mentioned: Trip at 10' reach, +12 CMB or +14 vs humans

Huh, that's really interesting. A lot of Lina's cool abilities to copy unfortunately have limited uses per day, though.


5 Rounds Flaming Burst, Keen Magus 5//Expert 4/Warrior 1 (MR2) HP (51/51) AP (6/6) MP (7/7) LP (3/3) AoO (6)
Stats:
AC/Touch/Flat/CMD 22/20/13/23 | Fort/Ref/Will +06/+08/+08 | Init +07
Skills:
+14: Acrobatics; +13: Stealth +12: Escape Artist; Spellcraft, Arcana +11: Know(Dungeoneering, Engineering); +9 Perception, Mythology, Nature; +8 Know(Geography); +7 Bluff, Climb, Disguise; +6 UMD

The archetype part was silly, now that I reread it a second time. I'd personally rule that if they don't have the class feature, I can't take it. So it's still up to whether or not I could borrow the feature without making it an exact copy.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

A) Yes, you have to meet the pre-reqs for the item creation (specifically the level pre-reqs).

B) Darkness is darkness, so yes, one level darker than dim.

C) You have the things they have, you can't touch a ranger who's a straight ranger and pick a trapper archetype.


F Human Monk (Unchained 5) / Warrior 1, Adept 4 / Mythic 2
Stats:
HP 63/63, MP 7/7, Ki 4/4, AC 23, CMD 28/30 vs Grapple, T 19, FF 18, Init +8, Fort +10, Ref +10/+11 (Evasion), Will +7/+11, Perception +12/+23 (Litilgandr)
AoE Instructions:
Unless otherwise mentioned: Trip at 10' reach, +12 CMB or +14 vs humans

Items with caster levels can be made by characters at any level—the real level requirement, unless stated in the requirements, is to be high enough level to cast every spell used in the item's creation. Higher caster level just affects the spell craft you need to make it. It's a bit of a wacky system, but we won't need to worry about it for a bit longer.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Lina,
I am not going to allow a single mythic feat that let's you pretend you have the item creation feat allow the character to make staves at 2nd level.

The mythic feat would be massively overpowered if it allowed a 2nd level character to make magic items like staves at 2nd level.

The magic item crafting rules that let you ignore caster level do not apply to actually taking the crafting feat in question, you still must meet the level requirements for that. You can't take craft staves at 2nd level and craft with a +5 DC. You simply can't take the feat.

Likewise, I'm not allowing Neri, with his Mythic Crafting to pretend he has Craft Staves at 2nd level, or 4th level, or any level lower than the minimum level to take said Craft Staves feat.


F Human Monk (Unchained 5) / Warrior 1, Adept 4 / Mythic 2
Stats:
HP 63/63, MP 7/7, Ki 4/4, AC 23, CMD 28/30 vs Grapple, T 19, FF 18, Init +8, Fort +10, Ref +10/+11 (Evasion), Will +7/+11, Perception +12/+23 (Litilgandr)
AoE Instructions:
Unless otherwise mentioned: Trip at 10' reach, +12 CMB or +14 vs humans

Oh, sure. And depending on the staff, most of the good staves have a minimum creator level of 11-15, depending on the spells involved. I was just trying to clarify that the item's caster level isn't actually a hard and fast req, since this is something that I used to find very confusing.

(Lina will be taking a different mythic crafting feat anyway, so that someone in the party can eventually make mythic wondrous items, because some of those are real cool).


5 Rounds Flaming Burst, Keen Magus 5//Expert 4/Warrior 1 (MR2) HP (51/51) AP (6/6) MP (7/7) LP (3/3) AoO (6)
Stats:
AC/Touch/Flat/CMD 22/20/13/23 | Fort/Ref/Will +06/+08/+08 | Init +07
Skills:
+14: Acrobatics; +13: Stealth +12: Escape Artist; Spellcraft, Arcana +11: Know(Dungeoneering, Engineering); +9 Perception, Mythology, Nature; +8 Know(Geography); +7 Bluff, Climb, Disguise; +6 UMD

Yeah. I didn't expect to be making staves at level four. That'd be silly. I figured I'd probably be five before I got another mythic level, and even then, I'm not sure taking that right now is wise. It'd be nice, but no one else has materials, and mine is sunken into special materials for ideal armor and such. I just wanted to make sure that I still met 'all the requirements' without knowing the proper spell, so long as I make the increased DC. You could easily rule it more strictly than that, after all.

As for stealing the thunder of other classes, what I meant was... just as an example, Kong has the hex ability. Let's say he has slumber and cauldron. Could Neri instead take evil eye and cackle? Or will you restrict the class features to same choices as well? Bear in mind, that's mythic 7 or higher, as well. So it isn't important right now.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

No, the person has to have the effect you are stealing.

Where that would be useful is once per day per target things, like healing hex. That would double the healing per day.


5 Rounds Flaming Burst, Keen Magus 5//Expert 4/Warrior 1 (MR2) HP (51/51) AP (6/6) MP (7/7) LP (3/3) AoO (6)
Stats:
AC/Touch/Flat/CMD 22/20/13/23 | Fort/Ref/Will +06/+08/+08 | Init +07
Skills:
+14: Acrobatics; +13: Stealth +12: Escape Artist; Spellcraft, Arcana +11: Know(Dungeoneering, Engineering); +9 Perception, Mythology, Nature; +8 Know(Geography); +7 Bluff, Climb, Disguise; +6 UMD

Alright. I'll keep an eye on folks and see if they ever take anything worth stealing. :p


Male Human HP (32)
Stats:
AC/Touch/Flat 10/10/10 | Fort/Ref/Will +5/+1/+2 | Init +0
Skills:
Perform (percussion) +10, Perform (sing) +8, Knowledge (religion) +9, Knowledge (engineering) +8, Intimidate +9, Knowledge (arcane) +9, Craft (mechanical) +7, Climb +8, Perception +5
War1/Exp2|Witch3

Healing is next on my list.


5 Rounds Flaming Burst, Keen Magus 5//Expert 4/Warrior 1 (MR2) HP (51/51) AP (6/6) MP (7/7) LP (3/3) AoO (6)
Stats:
AC/Touch/Flat/CMD 22/20/13/23 | Fort/Ref/Will +06/+08/+08 | Init +07
Skills:
+14: Acrobatics; +13: Stealth +12: Escape Artist; Spellcraft, Arcana +11: Know(Dungeoneering, Engineering); +9 Perception, Mythology, Nature; +8 Know(Geography); +7 Bluff, Climb, Disguise; +6 UMD

One problem I see with that, healing hex included, for a lot of genes, is that it says folks can't be targeted more than once per day by the hex. An interesting twist is if it's per witch, sure... but if it's not, you also can use a witch to somewhat guard the party. If the witch hits their allies with misfortune every morning... Then no other witch ever can :p

Pathfinder is silly.


Male Human HP (32)
Stats:
AC/Touch/Flat 10/10/10 | Fort/Ref/Will +5/+1/+2 | Init +0
Skills:
Perform (percussion) +10, Perform (sing) +8, Knowledge (religion) +9, Knowledge (engineering) +8, Intimidate +9, Knowledge (arcane) +9, Craft (mechanical) +7, Climb +8, Perception +5
War1/Exp2|Witch3

Oh, it's per witch. I'm pretty sure of that.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Once per day per witch, not once per day for any hex.

If you have 10 witches with your army, and they're all 1st level, they can all heal every single soldier you have for 10d6 per day.

From a military standpoint, witches are the force multiplier from hell.


Male Human HP (32)
Stats:
AC/Touch/Flat 10/10/10 | Fort/Ref/Will +5/+1/+2 | Init +0
Skills:
Perform (percussion) +10, Perform (sing) +8, Knowledge (religion) +9, Knowledge (engineering) +8, Intimidate +9, Knowledge (arcane) +9, Craft (mechanical) +7, Climb +8, Perception +5
War1/Exp2|Witch3

Lol...they can be.

If they're cooperative. We witches seem to be...notoriously uncooperative. ;)


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Sorry everyone, buried at work. Will try to get posts up tonight.


5 Rounds Flaming Burst, Keen Magus 5//Expert 4/Warrior 1 (MR2) HP (51/51) AP (6/6) MP (7/7) LP (3/3) AoO (6)
Stats:
AC/Touch/Flat/CMD 22/20/13/23 | Fort/Ref/Will +06/+08/+08 | Init +07
Skills:
+14: Acrobatics; +13: Stealth +12: Escape Artist; Spellcraft, Arcana +11: Know(Dungeoneering, Engineering); +9 Perception, Mythology, Nature; +8 Know(Geography); +7 Bluff, Climb, Disguise; +6 UMD

Speaking of work, any word on the new contract, and whether or not it's a good thing? :)


5 Rounds Flaming Burst, Keen Magus 5//Expert 4/Warrior 1 (MR2) HP (51/51) AP (6/6) MP (7/7) LP (3/3) AoO (6)
Stats:
AC/Touch/Flat/CMD 22/20/13/23 | Fort/Ref/Will +06/+08/+08 | Init +07
Skills:
+14: Acrobatics; +13: Stealth +12: Escape Artist; Spellcraft, Arcana +11: Know(Dungeoneering, Engineering); +9 Perception, Mythology, Nature; +8 Know(Geography); +7 Bluff, Climb, Disguise; +6 UMD

For partial squares like in the map, can we still use them for movement? Like, is it possible to move to the other side of it without having to tumble through its space? Would Luna count as softcover for it if Neri attacked from behind Luna?


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

You can squeeze through spaces that are smaller than 5ft square. You take squeeze penalties while in the square, but they go away afterwards. It only makes a difference if you get attacked while squeezing.


5 Rounds Flaming Burst, Keen Magus 5//Expert 4/Warrior 1 (MR2) HP (51/51) AP (6/6) MP (7/7) LP (3/3) AoO (6)
Stats:
AC/Touch/Flat/CMD 22/20/13/23 | Fort/Ref/Will +06/+08/+08 | Init +07
Skills:
+14: Acrobatics; +13: Stealth +12: Escape Artist; Spellcraft, Arcana +11: Know(Dungeoneering, Engineering); +9 Perception, Mythology, Nature; +8 Know(Geography); +7 Bluff, Climb, Disguise; +6 UMD

Cool. :)


5 Rounds Flaming Burst, Keen Magus 5//Expert 4/Warrior 1 (MR2) HP (51/51) AP (6/6) MP (7/7) LP (3/3) AoO (6)
Stats:
AC/Touch/Flat/CMD 22/20/13/23 | Fort/Ref/Will +06/+08/+08 | Init +07
Skills:
+14: Acrobatics; +13: Stealth +12: Escape Artist; Spellcraft, Arcana +11: Know(Dungeoneering, Engineering); +9 Perception, Mythology, Nature; +8 Know(Geography); +7 Bluff, Climb, Disguise; +6 UMD

Sorry for not moving my own piece, I just finished doing that. Moving stuff on those maps on my kindle has like a 50/50 shot of throwing it into oblivion. So I waited til I got home. :)


Male Human HP (32)
Stats:
AC/Touch/Flat 10/10/10 | Fort/Ref/Will +5/+1/+2 | Init +0
Skills:
Perform (percussion) +10, Perform (sing) +8, Knowledge (religion) +9, Knowledge (engineering) +8, Intimidate +9, Knowledge (arcane) +9, Craft (mechanical) +7, Climb +8, Perception +5
War1/Exp2|Witch3

I simply can't do it on the phone.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM
Neri Voler wrote:
Sorry for not moving my own piece, I just finished doing that. Moving stuff on those maps on my kindle has like a 50/50 shot of throwing it into oblivion. So I waited til I got home. :)

Yep, but you couldn't make it to where you wanted due to lack of movement.

Squeezing wrote:


Squeezing: In some cases, you may have to squeeze into or through an area that isn't as wide as the space you take up. You can squeeze through or into a space that is at least half as wide as your normal space. Each move into or through a narrow space counts as if it were 2 squares, and while squeezed in a narrow space, you take a –4 penalty on attack rolls and a –4 penalty to AC.

When a Large creature (which normally takes up 4 squares) squeezes into a space that's 1 square wide, the creature's miniature figure occupies 2 squares, centered on the line between the 2 squares. For a bigger creature, center the creature likewise in the area it squeezes into.

A creature can squeeze past a creature while moving but it can't end its movement in an occupied square.

To squeeze through or into a space less than half your space's width, you must use the Escape Artist skill. You can't attack while using Escape Artist to squeeze through or into a narrow space, you take a –4 penalty to AC, and you lose any Dexterity bonus to AC.

Moving through an ally's square is squeezing, which takes double movement.


5 Rounds Flaming Burst, Keen Magus 5//Expert 4/Warrior 1 (MR2) HP (51/51) AP (6/6) MP (7/7) LP (3/3) AoO (6)
Stats:
AC/Touch/Flat/CMD 22/20/13/23 | Fort/Ref/Will +06/+08/+08 | Init +07
Skills:
+14: Acrobatics; +13: Stealth +12: Escape Artist; Spellcraft, Arcana +11: Know(Dungeoneering, Engineering); +9 Perception, Mythology, Nature; +8 Know(Geography); +7 Bluff, Climb, Disguise; +6 UMD

Mmhmm. See PM for more details. Would you like for me to flesh out the profile over here more thoroughly in some ways? :)


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

I just need up to date movement. I didn't realize you weren't wearing your medium armor (the character sheet showed it). And I forgot you had extra movement. I've moved you on the map. You still missed with the second attack (no flanking).


5 Rounds Flaming Burst, Keen Magus 5//Expert 4/Warrior 1 (MR2) HP (51/51) AP (6/6) MP (7/7) LP (3/3) AoO (6)
Stats:
AC/Touch/Flat/CMD 22/20/13/23 | Fort/Ref/Will +06/+08/+08 | Init +07
Skills:
+14: Acrobatics; +13: Stealth +12: Escape Artist; Spellcraft, Arcana +11: Know(Dungeoneering, Engineering); +9 Perception, Mythology, Nature; +8 Know(Geography); +7 Bluff, Climb, Disguise; +6 UMD

That's cool. I honestly didn't know whether I'd provide flanking or not. I thought they'd provide for me, since I could attack, and so could they, but it's all kinda up in the air :) In the case of the bat-wyvern-death-thing... literally!

Do you want me to list movement somewhere? :)

Also, he can summon it in a pinch, but it messes him up as a caster, so he'll avoid it unless he's dealing with lava :p

On a related note, is it possible for Neri to leave his sword in a fire somewhere, and summon it to his person already buffed up? It's not a -good- choice for him midcombat, given that he loses his canny dodge amongst a ton of other things, but it -is- cool to brandish a whitehot Ringed-sword of doom :)


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

You could probably have left it in the temple... but leaving it laying around in camp fires is an issue. :)


5 Rounds Flaming Burst, Keen Magus 5//Expert 4/Warrior 1 (MR2) HP (51/51) AP (6/6) MP (7/7) LP (3/3) AoO (6)
Stats:
AC/Touch/Flat/CMD 22/20/13/23 | Fort/Ref/Will +06/+08/+08 | Init +07
Skills:
+14: Acrobatics; +13: Stealth +12: Escape Artist; Spellcraft, Arcana +11: Know(Dungeoneering, Engineering); +9 Perception, Mythology, Nature; +8 Know(Geography); +7 Bluff, Climb, Disguise; +6 UMD

Also, I think -2 on the concentration check, as that might be an ability check? not sure. That's a pretty nifty DC to beat.

:P I figure he did leave it in the temple, but I don't think he'd have left it in the lava or whatnot. I don't think he's been willing to test just how hot it can stand beyond the main forge in Harry's place. :)


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Yep, concentration is an ability check, so -2.

And yep, if you're within 100ft, you have issues casting.


5 Rounds Flaming Burst, Keen Magus 5//Expert 4/Warrior 1 (MR2) HP (51/51) AP (6/6) MP (7/7) LP (3/3) AoO (6)
Stats:
AC/Touch/Flat/CMD 22/20/13/23 | Fort/Ref/Will +06/+08/+08 | Init +07
Skills:
+14: Acrobatics; +13: Stealth +12: Escape Artist; Spellcraft, Arcana +11: Know(Dungeoneering, Engineering); +9 Perception, Mythology, Nature; +8 Know(Geography); +7 Bluff, Climb, Disguise; +6 UMD

That thing's nasty. :( A second level spell while shaken requires a significantly high roll to pass. Neri wants one to hurl at priests.


5 Rounds Flaming Burst, Keen Magus 5//Expert 4/Warrior 1 (MR2) HP (51/51) AP (6/6) MP (7/7) LP (3/3) AoO (6)
Stats:
AC/Touch/Flat/CMD 22/20/13/23 | Fort/Ref/Will +06/+08/+08 | Init +07
Skills:
+14: Acrobatics; +13: Stealth +12: Escape Artist; Spellcraft, Arcana +11: Know(Dungeoneering, Engineering); +9 Perception, Mythology, Nature; +8 Know(Geography); +7 Bluff, Climb, Disguise; +6 UMD

Calling all DMs:

Rules for Magic Item Creation

Just as an idea I've had recently. Any ideas on how you'd price a pair of gloves that can produce the 'produce flame' effect? Or 'mage armor' on armor?

The rules are a little... wonky for this. As it stands, using the book, making a first level spell into a -permanent- magic item, like, put on gloves, produce flame is always active, is roughly the same listed price as for '10/day'. Which seems rather... strange. To make things worse, they don't seem to follow their own rules.

Cape of the Mountebank is the example it gives for a command word magic item...

[spell level]x[caster level]x1800gp... if you plug in the numbers for the formula...
4x?x1800=10800... you get caster level is 1.5. Which simply can't be the case. Heck, the caster level of the item is 9th, in all ways functions as a 9th level spell, in other words. Which would increase the cost six-fold. Sure it only has one charge, but that still leaves you with 1.2x the price.

A continual invisibility purge -does- match the numbers... if you ignore the 'double the price if measured in minutes' clause.

What I'm getting for a permanent Mage Armor outfit is 2k gold.
What I'm getting for a permanent (use activated or continuous) Produce Flame pair of gloves is 4k gold.

In either case, either of those is just insane. As an example, bracers of armor for a +1 costs 2k, if I remember right.

Further, a permanent produce flame is roughly the cost of 3 wands, which will let you use it for 150 minutes before it matches the power by cost.

So... how on earth do I balance these?


F Human Monk (Unchained 5) / Warrior 1, Adept 4 / Mythic 2
Stats:
HP 63/63, MP 7/7, Ki 4/4, AC 23, CMD 28/30 vs Grapple, T 19, FF 18, Init +8, Fort +10, Ref +10/+11 (Evasion), Will +7/+11, Perception +12/+23 (Litilgandr)
AoE Instructions:
Unless otherwise mentioned: Trip at 10' reach, +12 CMB or +14 vs humans

The rules for magic item creation state that the real price may vary based on how strong/overpowered it is to have a spell be continuous or at-will (true strike being a good example). It ultimately comes down to GM discretion.


5 Rounds Flaming Burst, Keen Magus 5//Expert 4/Warrior 1 (MR2) HP (51/51) AP (6/6) MP (7/7) LP (3/3) AoO (6)
Stats:
AC/Touch/Flat/CMD 22/20/13/23 | Fort/Ref/Will +06/+08/+08 | Init +07
Skills:
+14: Acrobatics; +13: Stealth +12: Escape Artist; Spellcraft, Arcana +11: Know(Dungeoneering, Engineering); +9 Perception, Mythology, Nature; +8 Know(Geography); +7 Bluff, Climb, Disguise; +6 UMD

So, as a player, I literally can't have any idea on costs without running every idea by the GM? :P

As a DM, I don't feel I'm experienced enough to say what's reasonable :p


5 Rounds Flaming Burst, Keen Magus 5//Expert 4/Warrior 1 (MR2) HP (51/51) AP (6/6) MP (7/7) LP (3/3) AoO (6)
Stats:
AC/Touch/Flat/CMD 22/20/13/23 | Fort/Ref/Will +06/+08/+08 | Init +07
Skills:
+14: Acrobatics; +13: Stealth +12: Escape Artist; Spellcraft, Arcana +11: Know(Dungeoneering, Engineering); +9 Perception, Mythology, Nature; +8 Know(Geography); +7 Bluff, Climb, Disguise; +6 UMD

Also, I just noticed that Martial Master is from the ACG. I'm not sure if that's okay, as when I asked for Eldritch Scion archetype, MDT had said that ACG wasn't on the table. Your mileage may vary, though :P


F Human Monk (Unchained 5) / Warrior 1, Adept 4 / Mythic 2
Stats:
HP 63/63, MP 7/7, Ki 4/4, AC 23, CMD 28/30 vs Grapple, T 19, FF 18, Init +8, Fort +10, Ref +10/+11 (Evasion), Will +7/+11, Perception +12/+23 (Litilgandr)
AoE Instructions:
Unless otherwise mentioned: Trip at 10' reach, +12 CMB or +14 vs humans

Oh! That's good to know. Because of the way archetypes work, Martial Master is one that Lina couldn't choose until level 5 anyway, but if it's not kosher I just won't take it.

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