| Meredian Adriatnaic |
Updated, though no gear yet.
Human dragon disciple 4/paladin 5/sorcerer 1
LG Medium humanoid (human)
Hero Points 1
Init +2; Senses Perception +14
Aura courage (10 ft.)
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Defense
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AC 16, touch 13, flat-footed 13 (+2 Dex, +1 dodge, +3 natural)
hp 82 (10 HD; 1d6+5d10+4d12+25)
Fort +10, Ref +6, Will +10
Immune disease, fear
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Offense
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Speed 30 ft.
Melee bite +13 (1d6+7), 2 claws +18 (1d4+10)
Special Attacks breath weapon, channel positive energy 2/day (DC 14, 3d6), claws (2, 1d4, treated as magic weapons, 5 rounds/day), claws (2, 1d6, treated as magic weapons, 5 rounds/day), dragon bite, smite evil 2/day (+2 attack and AC, +5 damage)
Paladin Spell-Like Abilities (CL 5th; concentration +7)
At will—detect evil
Sorcerer Spells Known (CL 4th; concentration +6)
2nd (4/day)—false life, resist energy
1st (7/day)—enlarge person (DC 13), feather fall, mage armor, true strike
0 (at will)—detect magic, disrupt undead, mending, message, open/close (DC 12), prestidigitation
Bloodline Abyssal, Draconic
Paladin Spells Prepared (CL 2nd; concentration +4)
1st—divine favor, weapons against evil
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Statistics
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Str 21, Dex 14, Con 14, Int 14, Wis 10, Cha 15
Base Atk +8; CMB +13; CMD 26
Feats Dodge, Eldritch Heritage[UM], Eschew Materials, Mobility, Power Attack, Skill Focus (Knowledge [planes]), Spring Attack, Weapon Focus (longsword)
Traits armor expert, seeker
Skills Appraise +6, Bluff +6, Diplomacy +6, Escape Artist +6, Fly +6, Handle Animal +6, Heal +4, Intimidate +6, Knowledge (arcana) +10, Knowledge (dungeoneering) +6, Knowledge (engineering) +6, Knowledge (geography) +6, Knowledge (history) +6, Knowledge (local) +6, Knowledge (nature) +6, Knowledge (nobility) +6, Knowledge (planes) +11, Knowledge (religion) +6, Perception +14, Ride +10, Sense Motive +13, Spellcraft +6
Languages Common, Draconic, Elven
SQ bloodline arcana (energy spells that match bloodline energy deal +1 damage per die), divine bond (mount), hero points, lay on hands 4/day (2d6), mercy (fatigued)
Other Gear 150 gp
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Special Abilities
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Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Fire] spells.
Breath Weapon (1/day, DC 14) (Su) 1/day, Breath Weapon deals 4d6 (energy) damage, DC 14.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Dragon Bite (Ex) Bite atacks deal 1d6 damage
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (2d6 hit points, 4/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Magic Claws & Bite (5 rounds/day) (Ex) As a free action, gain 2 claw attacks. Bite attack deals 1d6 damage.
Magic Claws (5 rounds/day) (Ex) As a free action, gain 2 claw attacks that bypass DR as magic weapons.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Paladin Channel Positive Energy 3d6 (2/day, DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Smite Evil (2/day) (Su) +2 to hit, +5 to damage, +2 deflection bonus to AC when used.
Spring Attack You can move - attack - move when attacking with a melee weapon.
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Animal Companion
Horse
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
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Defense
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AC 17, touch 11, flat-footed 15 (+2 Dex, +6 natural, -1 size)
hp 55 (5d8+15)
Fort +7, Ref +6, Will +2
Defensive Abilities evasion
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Offense
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Speed 60 ft.
Melee bite +7 (1d4+5), 2 hooves +2 (1d6+2)
Space 10 ft.; Reach 5 ft.
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Statistics
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Str 20, Dex 14, Con 17, Int 6, Wis 12, Cha 6
Base Atk +3; CMB +9; CMD 21 (25 vs. trip)
Feats Fleet, Fleet, Run
Tricks Air Walk, Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +6 (+10 to jump with a running start, +18 to jump), Fly +4, Perception +6, Swim +9
SQ air walk, combat riding
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Special Abilities
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Air Walk [Trick] The animal can be ridden through the air when affected by spells.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Evasion (Ex) No damage on successful reflex save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
| Anaxian, the Fractured Wyrm |
Ugh. I want to, but I haven't had the time. What's my deadline? I might be able to get it done on Saturday.
| Drisquar |
Yea, I definitely don't have time. I was going to put together a Aasimar Celestial sorc, focused on light and fire magics, but I just have too much going on right now.
| The Dapper GM |
Ugh traveling again (sister's graduation, more days than I expected).
Deadline is "however long the party wants to pause and make characters" though if you've got a name in mind you can create an empty avatar and fill in stats when we get to a combat. Or use a pre-gen (NPC codex, although I can find you builds from other sources) with some mythic stuff added on top
| Meredian Adriatnaic |
Ugh traveling again (sister's graduation, more days than I expected).
Deadline is "however long the party wants to pause and make characters" though if you've got a name in mind you can create an empty avatar and fill in stats when we get to a combat. Or use a pre-gen (NPC codex, although I can find you builds from other sources) with some mythic stuff added on top
Oh! "MR" = Mythic? I haven't added that to the character.
We're in a bit of a lul now with everyone being busy. I see no harm in taking a moment to make characters. Not too long though.:-)
| Counterpoint Gopher |
Came up with a new concept. That is not mutually exclusive with the previous concept.
"WE STRIKE FROM THE SKY, MY BROTHERS!" The dark skinned mage yells, as he falls upon the fortress surrounded by gophers.
"Feather Fall
The spell affects one additional target per level. The targets don't have to be within 20 feet of each other.
Augmented (4th): If you expend two uses of mythic power, the spell absorbs the targets' velocity and transforms it into a concussive blast. Targets fall at the normal rate (not slowed) but land safely. When a target lands, it creates a 10-foot-radius burst of force that deals 1d6 points of damage per caster level (maximum 5d6, Reflex half, DC equal to the DC of feather fall).
The targets of this spell are unaffected by these concussive blasts."
One casting should get me 24 10d6 gopher bombs, post Intensify-ing.
| Anaxian, the Fractured Wyrm |
Interesting note about feather fall. It's Creatures or objects. You can do the mythic featherfall cluster bomb trick with a handful of pocket change.
| Inubrix |
well it has been a minute since i looked at the technological ones, and on top of that i still don't have any sort of laboratories or power sources finished, so i couldnt make them.
however, any single-use wondrous item, like the beads of a necklace of fireballs or a one-use Flame Strike, etc. ought to do the trick. I am sure you all know much better one-use spells than I for such a task.
| Anaxian, the Fractured Wyrm |
Little ceramic tiles with Explosive Runes cast on them would work well.
| Tiny Coffee Golem |
Added mythic abilities and a few magic items. Not 100% done, but close-ish I think.
Simon Demarkus
Human dragon disciple 4/paladin 5/sorcerer 1/Guardian 2
LG Medium humanoid (human)
Hero Points 1
Init +4; Senses Perception +14
Aura courage (10 ft.)
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Defense
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AC 28, touch 14, flat-footed 24 (+11 armor, +2 Dex, +2 dodge, +3 natural)
hp 92 (10 HD; 1d6+5d10+4d12+35)
Fort +10, Ref +6, Will +10
Defensive Abilities hard to kill; Immune disease, fear
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee Legendary adamantine scimitar +15/+10 (1d6+6/18-20) or
bite +9 (1d6+9), 2 claws +14 (1d4+8)
Special Attacks breath weapon, channel positive energy 2/day (DC 14, 3d6), claws (2, 1d4, treated as magic weapons, 5 rounds/day), claws (2, 1d6, treated as magic weapons, 5 rounds/day), dragon bite, mythic power (7/day, surge +1d6), smite evil 2/day (+2 attack and AC, +5 damage)
Paladin Spell-Like Abilities (CL 5th; concentration +7)
At will—detect evil
Sorcerer Spells Known (CL 4th; concentration +6)
2nd (4/day)—false life, resist energy, rope trick
1st (7/day)—enlarge person (DC 13), feather fall[M], mage armor, true strike[M]
0 (at will)—detect magic, disrupt undead, mending, message, open/close (DC 12), prestidigitation
Bloodline Abyssal, Draconic
Paladin Spells Prepared (CL 2nd; concentration +4)
1st—divine favor, weapons against evil
M mythic spell
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Statistics
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Str 23, Dex 14, Con 14, Int 14, Wis 10, Cha 15
Base Atk +8; CMB +14; CMD 28
Feats Arcane Armor Training, Dodge[M], Eldritch Heritage[UM], Eschew Materials, Mobility, Power Attack, Skill Focus (Knowledge [planes]), Spring Attack
Traits armor expert, seeker
Skills Acrobatics +0 (-4 to jump), Appraise +6, Bluff +6, Diplomacy +6, Escape Artist +4, Fly +4, Handle Animal +6, Heal +4, Intimidate +6, Knowledge (arcana) +10, Knowledge (dungeoneering) +6, Knowledge (engineering) +6, Knowledge (geography) +6, Knowledge (history) +6, Knowledge (local) +6, Knowledge (nature) +6, Knowledge (nobility) +6, Knowledge (planes) +11, Knowledge (religion) +6, Perception +14, Ride +8, Sense Motive +13, Spellcraft +6
Languages Common, Draconic, Elven
SQ amazing initiative, bloodline arcana (energy spells that match bloodline energy deal +1 damage per die), divine bond (mount), hero points, lay on hands 4/day (2d6), legendary item[MA], legendary power, legendary surge, mercy (fatigued), mythic bond, mythic spellcasting[MA], sudden block[MA], undetectable, unyielding
Combat Gear ring of invisibility; Other Gear +2 restful mithral full plate, Legendary adamantine scimitar, page of spell knowledge (rope trick)[UE], 150 gp
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Special Abilities
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Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
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: Draconic (Ex) +1 damage per die for [Fire] spells.
Breath Weapon (1/day, DC 14) (Su) 1/day, Breath Weapon deals 4d6 (energy) damage, DC 14.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Dodge [Mythic] Use 1 power to gain a +10 dodge bonus against one attack.
Dragon Bite (Ex) Bite atacks deal 1d6 damage
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (2d6 hit points, 4/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Legendary Power (2/day) All legendary items contain a pool of power - at least two uses that recharge each day. This power is called legendary power, and it works differently than mythic power. Any creature bearing the item can expend the items uses of legendary power, whet
Legendary Surge (+1d6 to Attack Rolls - All, Combat Maneuver Checks) All legendary items have a legendary surge ability, similar to a mythic character's surge ability (see page 170). It can be used only on specific rolls or checks based on the nature or purpose of the legendary item - see the Legendary Surge sidebar o
Magic Claws & Bite (5 rounds/day) (Ex) As a free action, gain 2 claw attacks. Bite attack deals 1d6 damage.
Magic Claws (5 rounds/day) (Ex) As a free action, gain 2 claw attacks that bypass DR as magic weapons.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Mythic Bond A legendary item is typically bonded to a single mythic creature. Others can pick up and use a legendary item for its basic functions (like hitting a foe with a legendary mace), but only the creature bonded to the item can utilize it fully.
A myth
Paladin Channel Positive Energy 3d6 (2/day, DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Smite Evil (2/day) (Su) +2 to hit, +5 to damage, +2 deflection bonus to AC when used.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Sudden Block (Su) As an imm action, use 1 power to add +2 to own/adj ally AC vs. a melee att & foe must rolls 2x (take low). Make return att (bypass all DR).
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Undetectable This grants its bonded user the ability to become utterly undetectable while invisible. While invisible and in physical contact with this item, the bonded creature can't be detected or scryed by any method.
Unyielding A legendary item with this ability has double the hardness of a typical item of its type and triple the hit points. Furthermore, it's immune to all attempts to sunder it made by non-mythic creatures. This is a persistent ability.
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Animal Companion
Horse
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
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Defense
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AC 17, touch 11, flat-footed 15 (+2 Dex, +6 natural, -1 size)
hp 55 (5d8+15)
Fort +7, Ref +6, Will +2
Defensive Abilities evasion
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Offense
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Speed 60 ft.
Melee bite +7 (1d4+5), 2 hooves +2 (1d6+2)
Space 10 ft.; Reach 5 ft.
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Statistics
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Str 20, Dex 14, Con 17, Int 6, Wis 12, Cha 6
Base Atk +3; CMB +9; CMD 21 (25 vs. trip)
Feats Fleet, Fleet, Run
Tricks Air Walk, Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +6 (+10 to jump with a running start, +18 to jump), Fly +4, Perception +6, Swim +9
SQ air walk, combat riding
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Special Abilities
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Air Walk [Trick] The animal can be ridden through the air when affected by spells.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Evasion (Ex) No damage on successful reflex save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
| Anaxian, the Fractured Wyrm |
| 1 person marked this as a favorite. |
Same here. Designing a high level mythic is hard. I really want to keep things as simple as possible. Playing Anaxian has taught me to appreciate simple, straightforward concepts.
Then, inevitably, I start thinking about fun ideas and fall down the rabbit hole of things like "Infinite Attacks of Opportunity! How can I milk that?" or "If I had body bludgeon, throw anything and Infinite range, could I throw people into space?"
>.<
| Anaxian, the Fractured Wyrm |
| 2 people marked this as a favorite. |
...Ok, I give up. Now I really want to throw people into space.
So, I'm going to make a Brutal Pugilist Barbarian / Mythic Champion.
| The Dapper GM |
"Infinite Attacks of Opportunity! How can I milk that?"
Oh, I've seen *many* body bludgeon throw-into-space builds.
Then again, you do not want to see what I've done with infinite AoOs...
(The simple version is Jabbing Dancer + Great Cleave + Outslug Sprint + Greater Trip + Vicious Stomp + Improved Ki Throw or Shield Slam. Each time you hit an enemy, they go flying, you teleport to their new location, building up a cloud of enemies that travel with you, and then knock each one prone while also getting two attacks against everyone, for a total of three attacks against every enemy you can find. Then add some mythic, and they're all flat-footed and anchored in place)
| Anaxian, the Fractured Wyrm |
That sounds like fun in a tabletop game, but absolute hell for a play by post. Every attack action would be 20 lines of dice code. Ugh.
| Tiny Coffee Golem |
Updated again. More gish-ish. He may have too much gear
Also, now he's an Assimar with tainted blood.
Simon Demarkus
Male angel-blooded aasimar (angelkin) dragon disciple 5/paladin 2/sorcerer 3/Archmage 2 (Pathfinder Player Companion: Blood of Angels 21, Pathfinder RPG Bestiary 7)
LG Medium outsider (native)
Hero Points 1
Init +10; Senses blindsense 30 ft., darkvision 60 ft.; Perception +12
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Defense
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AC 32, touch 13, flat-footed 29 (+11 armor, +3 Dex, +3 natural, +5 shield)
hp 103 (10 HD; 3d6+2d10+5d12+49)
Fort +19, Ref +16, Will +17
Defensive Abilities hard to kill; Resist acid 5, cold 5, electricity 5
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +2 demon-bane holy planar cold iron falchion +14/+9 (2d4+12/18-20 plus 2d6 vs. Demon plus 2d6 vs. evil)
Special Attacks breath weapon, claws (2, 1d6, treated as magic weapons, 12 rounds/day), claws (2, 1d6, treated as magic weapons, 12 rounds/day), dragon bite, eldritch breach[MA], mythic power (7/day, surge +1d6), smite evil 1/day (+9 attack and AC, +2 damage), wild arcana[MA]
Paladin Spell-Like Abilities (CL 2nd; concentration +11)
At will—detect evil
Sorcerer Spells Known (CL 8th; concentration +17)
3rd (5/day)—fly, haste
2nd (7/day)—blur, command undead (DC 21), resist energy, rope trick
1st (9/day)—feather fall[M], grease, infernal healing[ISWG], mage armor, true strike[M]
0 (at will)—detect fiendish presence, detect magic, disrupt undead, message, open/close (DC 19), prestidigitation, read magic
Bloodline Abyssal, Draconic
M mythic spell
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Statistics
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Str 24, Dex 18, Con 16, Int 16, Wis 8, Cha 28
Base Atk +6; CMB +13; CMD 27
Feats Arcane Armor Training[M], Arcane Strike, Eldritch Heritage[UM], Eschew Materials, Improved Initiative, Power Attack, Skill Focus (Knowledge [planes]), Toughness
Traits armor expert, magical knack
Skills Acrobatics +12 (+8 to jump), Appraise +7, Bluff +13, Diplomacy +13, Escape Artist +6, Fly +6, Handle Animal +13, Heal +5, Intimidate +13, Knowledge (arcana) +11, Knowledge (dungeoneering) +7, Knowledge (geography) +7, Knowledge (nature) +7, Knowledge (planes) +12, Knowledge (religion) +7, Perception +12, Sense Motive +3, Spellcraft +16; Racial Modifiers +2 Heal, +2 Knowledge (planes)
Languages Celestial, Common, Draconic, Dwarven, Elven
SQ amazing initiative, bloodline arcana (energy spells that match bloodline energy deal +1 damage per die), hero points, lay on hands 10/day (1d6), mythic spellcasting[MA]
Other Gear +2 restful mithral full plate, suns kiss, +2 demon-bane holy planar cold iron falchion, belt of physical perfection +4, headband of mental prowess +4 (Int, Cha), page of spell knowledge (rope trick)[UE], 150 gp
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Special Abilities
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Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Blindsense (30 feet) (Ex) Sense things and creatures without seeing them.
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Fire] spells.
Breath Weapon (1/day, DC 21) (Su) 1/day, Breath Weapon deals 5d6 (energy) damage, DC 21.
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Dragon Bite (Ex) Bite atacks deal 1d6 damage
Eldritch Breach (Su) Roll twice and take better roll when dispelling or overcoming spell resistance.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Lay on Hands (1d6 hit points, 10/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Magic Claws & Bite (12 rounds/day) (Ex) As a free action, gain 2 claw attacks that bypass DR as magic weapons. Bite attack deals 1d6 damage.
Magic Claws (12 rounds/day) (Ex) As a free action, gain 2 claw attacks that bypass DR as magic weapons.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Smite Evil (1/day) (Su) +9 to hit, +2 to damage, +9 deflection bonus to AC when used.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Wild Arcana (Su) Use 1 power, cast an arcane spell from your class list at +2 CL (doesn't need to be known/mem).
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
| The Dapper GM |
Life update: Finished moving into a new apartment, after far too many hours of working. Fingers literally bleeding from scrubbing the old one too hard. Now apparently I live in a den of bed bugs, which means packing up my stuff again before the fumigators come. Will be back hopefully in a few days, build your terrible characters.
| Drisquar |
Checking in, Dapper you all set up? I miss this game.
| Anaxian, the Fractured Wyrm |
Ugh, I think you'll have to, I just can't force myself to push a character from concept to completion these days :/
I'm in the same boat. I like the idea I have, but making a 10th level mythic character takes time I don't have these days.
| The Dapper GM |
So.. just sort of waiting for anyone to do anything here? Otherwise I can railroad you guys into an arbitrary fortress battle.
Note, however, that warlord abilities are weird, and often hard to counter. And while you can't attack while restrained, "restrained" itself is arguably a condition which certain of your abilities could temporarily ignore.
| Anaxian, the Smoking Vessel |
I'm still considering my "drop a rock on them" plan.
Can you give me an idea of how feasible it is, assuming that the rock I drop is in the 500k pounds range?
| The Dapper GM |
Okay, so I did the calculations.
...EDIT: I did the calculations assuming 500k meant 500kg. Heheh no. Let's try this again.
We're looking at an airburst event, no matter what spells you cast on it. Approximately 1/30 the tonnage of the Tunguska event—so let's base our estimations on the lesser-known Chelyabinsk event.
What we see is primarily a low-grade fireball and some impact shockwave, with only microcratering. Let's say 5d6 bludgeoning, 20d6 fire damage to the entire castle. That's not enough to flatten the keep entirely, but it will melt and damage many of the internal walls. Anything tougher than a babau will probably survive, but with injuries.
Also, there's the crater flash, which would result in a DC 20 fort save or 1 minute blindness for anyone actually in the castle at the moment of impact. Which might be hard to take advantage of, but it's a real phenomenon.
* * *
And that's about all Anaxian knows. The castle is an extremely large target, which means that while it would normally be a DC 100 Knowledge (engineering) check to hit with an asteroid (because winds), we can assume a result of 50 or higher hits the entire castle, and anything less than that will still get partial cover.
| Meredian Adriatnaic |
Sorry. I got caught up at work the last few days and totally forgot to check the game.
However, starting about Wednesday of next week I'll be out of the country and will probably not be able to check in. Even if I can it'll be few and far between. Please feel free to Bot me as needed and I'll let you know when I'm officially back.
| Illia- |
Ah, Dapper. I had considered that plan. But the last time one of my players used "I can use maneuvers to render any sort of material substance irrelevant" on me, it left me with a bit of a bad taste in my mouth.
If you're fine with it, sure, I can do it. I've got the maneuvers for it.
| The Dapper GM |
I mean yeah maneuvers generally require the ability to attack. I did say "Temporal Body Adjustment is incredibly broken" but in this case I'm sort of expecting you to break out for amusing story reasons, and RAW, it seems to work (in that it would let you, say, make a maneuver against your handcuffs for a single round while still remaining shackled).
| Anaxian, the Fractured Wyrm |
Anyone have any objections to me dropping a meteor on the castle?
| Illia- |
Wait, wouldn't temporal body adjustment, if you're interpreting it thusly, allow me to just temporarily end the teleportation suppression effect, then teleport out before it was reapplied by the shackles?
I viewed "ending" as not stopping passive or constant abilities. For example, I could "end" the effect of a ring of protection, but because the effect would be instantaneously reapplied, that would have no appreciable effect.