(3) Legend of the Elder Souls (Inactive)

Game Master mdt

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Hell Village Demonreach


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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 don't really care for the hobbit thing, I'm afraid. :( It's so good... but I don't want to walk around looking like a little kid. Although... it does help him with carrying capacity. Ugh.

My problem is... he cares about kids. He might even have a peter pan complex. But... there's just something creepy about a grown man masquerading as a little kid. It sounds more like something a priest would do.


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

Garden gnome?


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 very much is good... but I just can't see it being -valid- for Neri. :(


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

Hi all, sorry, was on a two day company teamwork thing. Couldn't post much. Please consolidate all GM questions for me? There was like 50 posts in two days. :)


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 swords and armor will make it through the wall fine.

The silk shirts, on the other hand, will detonate if you try to take them through. Trying to put your mark on them results in nose bleeds and no good effect.


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

An attempt at collecting shiny knowledgy bits of Wisdom from Wise and Gracious DM of Kittifaces:

1) Loots on Arcanist (Including if there's a spellbook, this really only matters for what spells I'll pick once we get home)

2) Spell Combat requires a full round action and essentially allows me to cast a magus spell as part of a full attack.
Wild Arcana requires a standard action to cast a spell... as per usual. But since it specifically calls out that it requires the standard action, does this trump Spell Combat's general, or does Spell combat trump Wild Arcana's general?

3) Light Fortification fitting for Neri's Armor?

These seem to be the only two questions I didn't see answered. I may have missed stuff, though!

And one new question from me:

4) How much can Neri pull via Volcano now?


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

And something I missed from Me!

I'm guessing Domain spells do -not- count as Magus spells for the purpose of Spell Combat and the like. Nor do the Spell Like Abilities granted by domains. Confirm/Deny?


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

1) No other loot on the Arcanist. (Most likely, all her stuff is in the church).

2) Nope, sorry. But you could use Wild Arcana to cast a spell with the standard action you get from burning an MP after taking a full round action. So, you could cast a spell using wild arcana, then charge someone with a full action, double move and then cast, etc. The magus ability and the Wild Arcana are allowing two different things, they don't stack.

3) You can instead use +1 Light Fortification on your dragonhide armor.

4) Multiply old limits by 1.5.


Mythic Rank III | hp 58/58 | AC 20+2/12/19+2 | DR 6/Magic | Fort +6 Ref +4 Will +12 | Perception +15 | Sense Motive +15 | Spellcraft +6 Status: Mythic Endure Elements, Mythic Barkskin (CL 6)
Liisa wrote:

@mdt - 1) what happens if Liisa picks the Scalykind (Saurian) Domain/sub-domain combo.

Does she gain two animal companions?

Or does she simply get to stack them together (getting basically one 'whole' animal companion)?

A third alternative? : )

2) Would you let the Plant domains Wooden Fist count as an situational Improved Unarmed Strike for feat pre-requisites (thus letting Liisa pick up and use the Domain Strike feat!)?

Welcome back : )


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

Very sorry, Lees! I missed that because I knew it was questions, but for some reason my 'terrible human being' kicked in!


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
Liisa wrote:

@mdt - 1) what happens if Liisa picks the Scalykind (Saurian) Domain/sub-domain combo.

Does she gain two animal companions?

Or does she simply get to stack them together (getting basically one 'whole' animal companion)?

A third alternative? : )

2) Would you let the Plant domains Wooden Fist count as an situational Improved Unarmed Strike for feat pre-requisites (thus letting Liisa pick up and use the Domain Strike feat!)?

Welcome back : )

@Liisa

1) She would have :

1st—magic fang 1/day
2nd—animal trance 1/day
3rd—greater magic fang 1/day

Venomous Stare (Sp): You are a true lord of reptiles, able to induce pain, panic, and confusion with a mere glance, and your mesmerizing eyes can even drive weak creatures into unconsciousness. As a standard action, you can activate a gaze attack with a 30-foot range. This is an active gaze attack that can target a single creature within range. The target must make a Will save (DC = 10 + 1/2 your cleric level + your Wisdom modifier). Those who fail take 1d6 points of nonlethal damage + 1 point for every two cleric levels you possess and are fascinated until the beginning of your next turn. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. This is a mind-affecting effect.

Dinosaur Companion (Ex): At 4th level, you gain the service of a loyal animal companion. Your effective druid level for this animal companion is equal to your cleric level – 2. You may only choose a dinosaur as your companion.

You would gain a second, weaker, animal companion. Note that you'd need to find one. You'd easily be able to find the following in the caves with the Raptors : Deinonychus, Dimorphodon. In your own compound you can find also (in addition to the two previously mentioned ones), Giant Gecko's and Monitor Lizards.

2) No, sorry. You'd need IUS.


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

If I take rune, I will eventually get:

Spell Rune (Sp): At 8th level, you can attach another spell that you cast to one of your blast runes, causing that spell to affect the creature that triggers the rune, in addition to the damage. This spell must be of at least one level lower than the highest-level cleric spell you can cast and it must target one or more creatures. Regardless of the number of targets the spell can normally affect, it only affects the creature that triggers the rune.

1) Would I replace the bolded with Magus? Something else? Or would I only be able to spell rune with domains or something?

In other cases, there are spell like abilities that allow a melee touch attack (Magic's 8th level Dispelling Touch, or Chaos's level 1 Touch of Chaos as examples).

2) Would these count as 'magus spells' for the purposes of spell strikes?

3) Finally, are Domain Spells treated as Magus spells or no for the terms of Spellstrike and Spell Combat?


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

1) The highest level cleric spell you can cast. You do realize that you can cast cleric spells at that point (the domain spells)? It just says the spell must be one level lower than the highest cleric you can cast. So, if you can cast 3rd level cleric spells, the attached spell must be level 1 or 2. It doesn't say it has to be a cleric spell, only one level lower than the highest cleric spell you can cast.

2) No, domain spells wouldn't count as Magus spells.

3) No, they are not Magus Spells.


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

Alrighty! :) Thank you very much, MDT!

Still kind of wobbling on domain back and forth between War and Fire.

I like rune... but that would just make for even more hilarity with Lees and Ptaleon. The bad kind of hilarity :P

I'll continue working that out!


Female Human HP (39)
Stats:
AC/Touch/Flat 23/17/17 | Fort/Ref/Will +4/+12/+7 | Init +8 | CMD: 18
Skills:
Acrobatics 13, Perception 12, Bluff 8, Diplomacy 7, Disable Device 12, Sense motive 8, Sleight of hand 13, Stealth 18,
Rogue 5 Mythic 3

1) Would Luna be able to take a gem from the cave since the rogue ate hers or would we have to wait for an enemy?

2) Does Luna know that her gem absorbed the other?

3) If going back to the cave is possible would Luna know?

4) could luna use the stuff from Artifice Domain to help build their town better?

5) This one is for everyone, what Trap should I take if i do use artifice?

Lina showed my Vanishing move so Luna can pretty much have perma invis now which is pretty sweet also I think i forgot to add my 4 hp last tier so I'm going to double check my hps.


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

Looks like 39 was the right amount for level 4 to me :)

As for traps... I don't really know. The DC will only be 14 to spot it or the like, so... it's not going to be exceptionally useful no matter what you choose, I don't think.

Spell Stealing and Decoy are both fitting, if you can get them to work.


Mythic Rank III | hp 58/58 | AC 20+2/12/19+2 | DR 6/Magic | Fort +6 Ref +4 Will +12 | Perception +15 | Sense Motive +15 | Spellcraft +6 Status: Mythic Endure Elements, Mythic Barkskin (CL 6)
mdt wrote:

@Liisa

1) She would have :

1st—magic fang 1/day
2nd—animal trance 1/day
3rd—greater magic fang 1/day

Venomous Stare (Sp): -snip-

Dinosaur Companion (Ex): At 4th level, you gain the service of a loyal animal companion. Your effective druid level for this animal companion is equal to your cleric level – 2. You may only choose a dinosaur as your companion.

You would gain a second, weaker, animal companion. Note that you'd need to find one. You'd easily be able to find the following in the caves with the Raptors : Deinonychus, Dimorphodon. In your own compound you can find also (in addition to the two previously mentioned ones), Giant Gecko's and Monitor Lizards.

Just to clarify, Liisa does not have an animal companion at the moment (Urban Druid replaces that!).

When you said 'second, weaker, animal companion' you meant that I get a single (1) animal companion from that Domain, right?

And that companion may be some flavour of Dinosaur (which I need to find) or alternatively a Giant Gecko or Monitor Lizard.

Did I get that right : )?


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

Yes, I thought you had a fox.

Yes, correct.


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

1) Luna could attempt to take the broken gems, although the other gems may or may not attempt to stop her. The unbroken gems not only would fight her, but even her own gem would attempt to stop that.

2) Yes.

3) Yes.

4) Sort of, she could build up the defenses of the town better, as far as traps and such go.


Mythic Rank III | hp 58/58 | AC 20+2/12/19+2 | DR 6/Magic | Fort +6 Ref +4 Will +12 | Perception +15 | Sense Motive +15 | Spellcraft +6 Status: Mythic Endure Elements, Mythic Barkskin (CL 6)
mdt wrote:

Yes, I thought you had a fox.

Yes, correct.

Sorta correct. She has a fox familiar : )


Female Human HP (39)
Stats:
AC/Touch/Flat 23/17/17 | Fort/Ref/Will +4/+12/+7 | Init +8 | CMD: 18
Skills:
Acrobatics 13, Perception 12, Bluff 8, Diplomacy 7, Disable Device 12, Sense motive 8, Sleight of hand 13, Stealth 18,
Rogue 5 Mythic 3

Makes sense,

would my gem be ok with absorbing enemy gems or should I just leave it as NPC levels?

@4 I ment more with the shape stone/shape wood spells than the traps, the shape spells say they can't be used for detail but crude walls or something?


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

Your gem is perfectly fine with you absorbing enemy gems.

It would like you to be somewhat more careful about it than Johnny.

Ah, yes, you can stone shape into crude structures. It would be more useful to make small stones into big stones (or vice versa) and small wood into big wood (or vice versa).


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

Luna (and the rest of the group)—Lina is interested specifically, now that our gems are stronger, in absorbing the gems from the cave she thinks have "forfeited their right to life through criminal intent"—specifically, Minestria, the Unholy Knight, and possibly the Assassin or Hunter.

Maybe we should leave them alone. But she's somewhat interested in holding a "trial" where the five of us and our five gems vote on which, if any, ones from the cave should be absorbed/destroyed to power up the rest of us, which I think could be a somewhat interesting scene.

So, questions... (I think these are all of mine)

1. Would we have a chance to sell the swords/armor, or use it as "crafting materials" worth half its value in crafting other similar items?

2. Could we similarly "unmake" the quick runner's shirts to get whatever fancy magical threads were used in their creation, without worrying about it exploding?

3. Lina will have finished making a Handy Haversack on the trail by the time we get back to the wall. Is it a Bad Idea to try and use this to smuggle items across (since, technically, they are extradimensional and never touch the barrier)?


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 say it might be in our best interest to actually give the +1 armors we don't use to the village... and start working up a militia therein. We don't really have high numbers, but I'm sure at least one person with a knife would not mind having a nice suit of armor. :)


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

If we can sell or melt it down, that's strictly better—we can make more later at the same cost, and right now we need more hp. But the armor is more useful for them than the swords, which nobody can use.

Also, here's my idea for what our characters can do over the next two weeks in-game:

• Neri - 15 days of retraining
• Lina + Johnny + familiar - 45 days of crafting (I've already budgeted 42 of this to individual/group requests, and we may want to spend 17-18 days in town to finish everything we want to craft)
• Liisa & Luna - Getting potions from the Raptors could be useful, especially with Liisa's Share Language spell


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

And... don't forget... Neri's ability to just speak Raptor. :|


M Human
Trackables:
MP: 6/7 | Sorcerer 1st: 4/7, 2nd: 4/4 | Arcanist 1st: 5/5, 2nd: 2/3 | Reservoir: 7/8 | Agile Feet: 6/6, Longstrider 0/1, Locate Object 1/1 | Reach 3/3, Persistant: 3/3
Sorcerer/Arcanist 5 (MR 2) HP: 45/45 | DR 1/- | AC 16 (17 w/ shield) T 12 FF 14 (15 w/ shield) | Fort 4 Ref 5 Will 7 | Init 7 | Perception 9 (10 if opposed)

Johnny has 5 days worth of retraining he wants to do not including any HP retraining. Although I'm thinking he may want to hold off on HP retraining just because he's already using a sizable chunk of the gold thus far. And he's not going to be in melee (ideally).

Also, Johnny is going for a valet familiar. And he now has healing spells. And augury. So if he gets the Arcanist stuff immediately, he can try casting that to get an idea of, say, if bringing the shirts through in a bag of holding is a bad idea. Arcanist also gives him access to Anonymous Interaction. And the level up gave his Sorcerer side Memory Lapse (plus the mythic version, although that's still only 2 rounds).

It may not be the best idea in the short run, but I've also put his 2nd tier ability score improvement into Cha rather than Int. So between that, his new feat, and his retrained feat, my save DCs just went up by 3. And I think he's getting his ears pierced to make that an extra +1.

@mdt: If I get a mythic version of an Arcanist spell, if I lose Arcanist later, can I retrain it?


Female Human HP (39)
Stats:
AC/Touch/Flat 23/17/17 | Fort/Ref/Will +4/+12/+7 | Init +8 | CMD: 18
Skills:
Acrobatics 13, Perception 12, Bluff 8, Diplomacy 7, Disable Device 12, Sense motive 8, Sleight of hand 13, Stealth 18,
Rogue 5 Mythic 3

Luna can buy potions but she can't craft them anymore


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

Johnny—that's an excellent idea on the bag of holding. I believe you get the mythic rank and Arcanist level immediately (though level 5 comes when we get to town).

I'm also just planning on budgeting max hp for everyone, because that seems really useful. Yeah, we're... spending a bunch of gp to get you that extra Int, but it's probably worth it to have all those arcanist spells—and the next time we find stuff of worth, we'll definitely craft extra things for everyone who doesn't get as many things now.


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

And besides: Neri's pretty well set up right now. He's got a ton of stuff coming his way this level, whereas bolstering up other people will probably be highly beneficial just now. Neri can also pull once every 7 days that we're here for 600 gp worth of metal (and already has just shy of 1100.)

With just his retraining time, we'll be back up to 2280 gp worth of metal. That means we can get a few armaments and tools made up for the villagers and ourselves -and- possibly offset some of the Max HP costs.


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

@johnny - No, but if you get a spell that's both an arcanist and sorcerer spell (which I think all are) it shouldn't matter, it shouldn't matter.


Mythic Rank III | hp 58/58 | AC 20+2/12/19+2 | DR 6/Magic | Fort +6 Ref +4 Will +12 | Perception +15 | Sense Motive +15 | Spellcraft +6 Status: Mythic Endure Elements, Mythic Barkskin (CL 6)

Hmm. I'll have to sleep on the domain choice, but I should have Liisa updated by tomorrow : )

(And a little wish-list for items! But the rods certainly feel like a good choice.)


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

Okay! the metal should give us more wiggle room for crafting with.


Female Human HP (39)
Stats:
AC/Touch/Flat 23/17/17 | Fort/Ref/Will +4/+12/+7 | Init +8 | CMD: 18
Skills:
Acrobatics 13, Perception 12, Bluff 8, Diplomacy 7, Disable Device 12, Sense motive 8, Sleight of hand 13, Stealth 18,
Rogue 5 Mythic 3

How much control do we have over our weapons? Could Luna have the metal from her whip reforged into another weapon and could she somehow will keen change or is it related to the story?


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

Not a lot short of reforging them.

I thought I gave you keen on the whip already, or was that someone else's weapon?


Female Human HP (39)
Stats:
AC/Touch/Flat 23/17/17 | Fort/Ref/Will +4/+12/+7 | Init +8 | CMD: 18
Skills:
Acrobatics 13, Perception 12, Bluff 8, Diplomacy 7, Disable Device 12, Sense motive 8, Sleight of hand 13, Stealth 18,
Rogue 5 Mythic 3

So I could reforge the whip to become a dagger or the like and keep all its enchantments?

Yea you gave the whip keen but I'm not a big fan of keen

If it's fits the old gem owner thought I wouldn't mind keeping it for story reasons


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

It does fit the old owner. The only way to change the epic weapons with mythic item creation.


Female Human HP (39)
Stats:
AC/Touch/Flat 23/17/17 | Fort/Ref/Will +4/+12/+7 | Init +8 | CMD: 18
Skills:
Acrobatics 13, Perception 12, Bluff 8, Diplomacy 7, Disable Device 12, Sense motive 8, Sleight of hand 13, Stealth 18,
Rogue 5 Mythic 3

Alright thanks


M Human
Trackables:
MP: 6/7 | Sorcerer 1st: 4/7, 2nd: 4/4 | Arcanist 1st: 5/5, 2nd: 2/3 | Reservoir: 7/8 | Agile Feet: 6/6, Longstrider 0/1, Locate Object 1/1 | Reach 3/3, Persistant: 3/3
Sorcerer/Arcanist 5 (MR 2) HP: 45/45 | DR 1/- | AC 16 (17 w/ shield) T 12 FF 14 (15 w/ shield) | Fort 4 Ref 5 Will 7 | Init 7 | Perception 9 (10 if opposed)

Normally the mythic spells wouldn't matter, but I'm taking the archetype that gives him witch spells instead for some diversity. Plus that way I have access to cure spells without using points from my arcane reservoir.

@Luna: There's a good chance I'll pick up mythic crafting at tier 3 if you want it reforged then.


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

Would Neri be able to take Mythic Crafter now (using his path -> Mythic feat), and be able to provide that for Johnny's 'I can craft anything'? Or do we need to have those on the same person?

Ugh, no, I can't, regardless of your answer. Prereq of having a crafting feat of his own.


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

Okay, now... assuming that I can't take the feat in place of Johnny:

Going Chaos Domain. Taking Universal Path Ability (Legendary Item).

Bonding with the nine-ring broadsword.
Choosing intelligent.
Choosing intelligent again: It gains +4 int, and +2 cha. (Unless you feel something's more fitting for Ptaleon), and Shapechange to Estoc.

I'm pretty sure I have to get intelligent twice to get to Shape Change.


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 don't see any restriction on Shape Change requiring any special stats. Seems like it should work fine without choosing intelligent twice.


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

It seems like the first time you gain Intelligent, it just gets intelligence, and nothing else.


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 how I was reading it as well. It wasn't how I read it the first time, but when reading up close... :(

That does make it easier to choose what I want, 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

Also, doing a "reforge our weapons" quest later could be kind of cool; I'd definitely be interested in turning my fans into a pair of nunchaku or the two ends of something like a three-piece staff / double-chained kama... but I'd have to see what my gem thinks.


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

:P I already know what Id thinks. He thinks that it's a great weapon, and Neri's useless with it. So better a weapon he can use than a weapon sitting in a volcano all day. That's worse than the builder. :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

So far, the only thing my crystal's told me is that she owes Gereleth a drink. Literally the only 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

She also offered to leave if you wanted to put her back and take the fighter. :)


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

Yeah, but... I know nothing about her personality, or life, or goals, or fighting style. But I'll wait and see if opportunities come up when we return to the town; I don't have anything left to do in this murdered village, although I think Johnny wanted to cast an augury about whether we could put the shirts in a handy haversack.


M Human
Trackables:
MP: 6/7 | Sorcerer 1st: 4/7, 2nd: 4/4 | Arcanist 1st: 5/5, 2nd: 2/3 | Reservoir: 7/8 | Agile Feet: 6/6, Longstrider 0/1, Locate Object 1/1 | Reach 3/3, Persistant: 3/3
Sorcerer/Arcanist 5 (MR 2) HP: 45/45 | DR 1/- | AC 16 (17 w/ shield) T 12 FF 14 (15 w/ shield) | Fort 4 Ref 5 Will 7 | Init 7 | Perception 9 (10 if opposed)

I was planning on doing that when we got closer to the wall. Right now I'm waiting on people to get done in the village, so Johnny can climb down from his lookout position.

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