Ambitious Hearts: Tales from the Forgotten Realms

Game Master Dogbladewarrior


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Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

I'm going to reconsider my spell selection this weekend. This one was chosen with the Sorcerer gestalt thing in mind. If any of the players or dm have any helpful suggestions or strategies I'd be willing to listen.


Male Casrua. Inquisitor 20/Ranger10(gestalt feat)/Nature's Warden7(prestigious)

Are you no longer gestalt Sorc??


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59
Akor Scourgebane wrote:
Are you no longer gestalt Sorc??

That was the one correct point that Q eventually made. My bonus feat was at 19th level and not 20th and thus not eligible as an epic/overpowered feat. So I had to drop one.

That reminds me I still need to pick its non-epic replacement.


Rosa.Luminass. Demi-God Init +TBC| ACT60/80* TT47/67* FF-- |HP800/800|F+70/90*|R+70/90*| W+70/90* | SR45 | Per +TBC

Did the old GM say we could take more HOPFs I thought it was just three tops, sorry if I am wrong.


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

He said we got three for free. When I thought I had an extra feat past 20 I asked if I could use that for a HOPF and he said yes. Effectively we were using HOPF's as epic feats. Though we have a new dm, so it's really up to him with input from the group.


Rosa.Luminass. Demi-God Init +TBC| ACT60/80* TT47/67* FF-- |HP800/800|F+70/90*|R+70/90*| W+70/90* | SR45 | Per +TBC

more than three HOPFs thats scarry,


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

In my case it just added up to a few more spells at a gimped caster level. Given how many I have it would have been useful, but not that big of a deal. I'll have to make up for it by changing my spell selection and tweaking my items a bit.


Male Casrua. Inquisitor 20/Ranger10(gestalt feat)/Nature's Warden7(prestigious)

I think after 20, getting a HOPF, ever so often is not a bad idea at all. Not sure if it'll stay on pace with current feat progression, but we'll bridge that cross when we get to it.


RETIRED Half-Elf Summoner (Synthesist) 20 / Gestalt (Two-Handed) Fighter 10 / Mythic Champion (Dual Path Guardian) Tier 4

i am not sure the teleport would work. the cannon golem would me immune to dimensional anchor for sure.

however, did it cast teleport or did you? if you, teleport has a range of personal or touch, so i dont know how youd cast it on something outside of your melee range.

reading everything again, actually, tells me that the golem didnt teleport, but it was your sword teleporting and then you teleporting and also a summon monster for the elemental. none of these would have worked in the dimensional anchor area, so as far as i can tell... you, your sword, and your golem are all where they started and the golem is gonna fire at the roof.


Human being Game Master and all round good egg

nope dimensional anchor is "Ray" based, that means to make it an area affect a ray shoots auto hits any one coming into the area, stopping Teleport from making that link from A to B so no matter where you are you can not Teleport in, UNLESS you have immunity to the spell like effect and the Cannon Golom, But you point stands is it me out it that cast the spell, if it has Teleport as a PLA then yes it could jump in and out all day, but as its Rosa casting then no shes blacked. Or is she. looking at the rules it says (Object) so you can cast outside and send an object in. Your not casting inside the area looking into it now.


RETIRED Half-Elf Summoner (Synthesist) 20 / Gestalt (Two-Handed) Fighter 10 / Mythic Champion (Dual Path Guardian) Tier 4

well golems arent really the type of object that (object) in the spell means. they are creatures, but yes they are immune by virtue of their spell resistance. a weird thing to be nitpicky about i guess hahaa


Male Casrua. Inquisitor 20/Ranger10(gestalt feat)/Nature's Warden7(prestigious)

Yes, but Unhallow can have a spell attached to it, which affects the entire area that is Unhallowed. As this is a widened Unhallow, that means 80ft. Dimensional Anchor is the spell tied to it.

Unhallow

Now then, I am not sure how to rule on Teleporting your Golem. Nor I really understand why it needs to be. It's cannon has a range of 100ft, which means it can easily hit all targets in the room, though some may require a move action to reach first.

Also, firing on the roof is a bad idea, as your allies will be mixing it up with the enemy and would rather not have large chunks of rock fall on them.


RETIRED Half-Elf Summoner (Synthesist) 20 / Gestalt (Two-Handed) Fighter 10 / Mythic Champion (Dual Path Guardian) Tier 4

i believe he wants to teleport the golem because it has some ability that gives it extra shots in melee (4 shots vice 2 if i understand correctly)


Rosa.Luminass. Demi-God Init +TBC| ACT60/80* TT47/67* FF-- |HP800/800|F+70/90*|R+70/90*| W+70/90* | SR45 | Per +TBC

Yep it slams and gets extra shots in melee, but thinking about this Akor I would like a ruling on line of sight for firing. Now a fuller picture has been given of the scene Rosa now has 4 possible targets

1) Hooded man
2) The Chamber Roof
3) The Alter
4) The Ice above the pit.

so dos she have light of sight for each?

This is what she is thinking

A)If I shoot the ice will it brake and set free what ever is inside free, its being held locked for a reason.
*I like this the best as it gets a player in play faster than any other thing.

B)If a shoot the roof I may hit others.
*well yes shes Evil but if that going wrong she may have made enermys for no point.

C)Teleporting the Gunhead to the man in the hood,
*OOO tempting but why so that when you can shoot him from range.

D)Shoot the alter,
*Do that after the Ice.

So thinking it over she going to get the Golem to smash the ice.
Why? Well its rounds and itself are pretty much any every thing
Unhallow and dimensional anchor and just changing target keeps all shes done in play, as she can use the earth Elemental to protect the Gun-head and with her wile it shoots. Also lets face it getting another player in play is far more fun.

Rosa Rosa will stay outside fighting off her own hord will he Gunheads shoot the Ice and alter, I will stick with that or we will be here forever working out what to do. and others are wanting in on the game.
lets just see what happons and what others do, 4 in play would be nice.


RETIRED Half-Elf Summoner (Synthesist) 20 / Gestalt (Two-Handed) Fighter 10 / Mythic Champion (Dual Path Guardian) Tier 4

The ice has hardness 0 and 3 hit points per inch of thickness; if broken, the creature is freed.


M Humanborn

we have some good imagery going on, i like it


Rosa.Luminass. Demi-God Init +TBC| ACT60/80* TT47/67* FF-- |HP800/800|F+70/90*|R+70/90*| W+70/90* | SR45 | Per +TBC

Merry Xmass and a Happy new year one and all


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

Happy Festivus!


Male Casrua. Inquisitor 20/Ranger10(gestalt feat)/Nature's Warden7(prestigious)

I gotta admit, that was not my best piece of writing. I completely forgot to destroy the artifact, which was supposed to make the whole scene that much more epic.

Anyways, just to make things simple that'll give us all four mythic tiers.


Rosa.Luminass. Demi-God Init +TBC| ACT60/80* TT47/67* FF-- |HP800/800|F+70/90*|R+70/90*| W+70/90* | SR45 | Per +TBC

4 wow, cool, I forgot dos that make us epic?


Rosa.Luminass. Demi-God Init +TBC| ACT60/80* TT47/67* FF-- |HP800/800|F+70/90*|R+70/90*| W+70/90* | SR45 | Per +TBC

OK I had a good think and because of this.

HIEROPHANT
Those who draw upon a god’s divine power f ind
themselves limited by the source of their devotion,
but such restrictions do not exist for the hierophant.
Mythic characters who heed this calling gain their
powers through their own link to the divine, directly
from the source of devotion instead of relying upon an
intermediary deity.
While most still venerate a divine
being, the spirit of nature, or the power of life itself, they
become more like patrons and less like devotees.

I have been thinking of doing some thing NUTs and simple I hope.
For Rosa whats just happened is a really big deal, What I am thinking is making here follow Just Law, that is after the Mythic event changing here aliment to NL, and altering her to be a paragon of LAW, No god as such pour LAW, her powers from that, Her Domains are Travel and law, so it should be simple, I just like the idea shes just had all the evil burned out of her, and all that's left is law, she was going that way any way.
Its means she lose some things but also I hope gain some.

What ya think


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

Sounds cool. It'll make it easier to justify keeping you around in character. :-)


RETIRED Half-Elf Summoner (Synthesist) 20 / Gestalt (Two-Handed) Fighter 10 / Mythic Champion (Dual Path Guardian) Tier 4

sounds cool.


Rosa.Luminass. Demi-God Init +TBC| ACT60/80* TT47/67* FF-- |HP800/800|F+70/90*|R+70/90*| W+70/90* | SR45 | Per +TBC

Cool guys then that's what I am going to do, she has been change by this event reversibly, Dropping Diabolist and she will lose the Imp but that dos not matter, the sword will stay but not be the same, she and it changed as one, linking to the directly to the divine source for law.
Shifting her divine source to that of law. All things evil and Hell will be dropped and she will do variant-channeling LAW from here on.

Channeling now Heals Lawful and harms Chaotic/Not Good/Evil, as in the feat channel Aliment.

Justice/Law: Heal—Lawful creatures gain a channel bonus on Perception and Sense Motive checks, attack rolls, and saving throws until the end of your next turn. Harm—Creatures are affected by zone of truth until the end of your next turn.


Male Weremonkey Rogue/Ranger/Trickster

I would like to point out that it would be perfectly fine by me if you wanted to stay Evil/Devilish, as I had some nifty ties in with that particular aspect of your character.

However, if you really feel like playing a paragon of Law would be more fun, than that's cool too. Do *NOT* make this change for any other reason than it will be more fun for you.


Rosa.Luminass. Demi-God Init +TBC| ACT60/80* TT47/67* FF-- |HP800/800|F+70/90*|R+70/90*| W+70/90* | SR45 | Per +TBC

yep I just really like the idea of a massive change at Mythic, the fight, the bomb, the powers, the need to link with an angle just to live to the next round, this made her link to the very core of her being, hell was where she was sent as a child, that past has been burned away, this it thing she was always meant to be, her becoming some thing more than just a mythic carry on from her old self feel wrong. This just has a much better feel and would feel epic etc, she was going that way any way,

so yes this is just for me an the idea of my PC.

Been looking for a good law based presage class. to replace Diabolist any Ideas


RETIRED Half-Elf Summoner (Synthesist) 20 / Gestalt (Two-Handed) Fighter 10 / Mythic Champion (Dual Path Guardian) Tier 4

hmmm. Inquisitor?


Male Weremonkey Rogue/Ranger/Trickster

As much as I love Inquisitor, its not truly Law based. Monk obviously is, and there's a LN Paladin variant from an issue of Dragon.

As for PrC, hmm. Not sure, there was the Justicar from Complete something, but it wasn't that great. Beyond that, not sure.

I wouldn't be so tied to the Law aspect for a PrC. After all, its just your alignment. Instead, figure out what you plan to do with being a paragon of Law and go from there.

I'll check out my books to see if I can find something for ya.


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

Isnt there a cleric archtype where you only get one domain, but you get more use of that domain? Perhaps something like that?


Rosa.Luminass. Demi-God Init +TBC| ACT60/80* TT47/67* FF-- |HP800/800|F+70/90*|R+70/90*| W+70/90* | SR45 | Per +TBC

I think I got what I wanted, Truth is the old Rosa dead in that bast, her hell blade smashed, but some thing in her linked at that moment to a plane of pour law, when evil and the lords of hell had abandend her, law had its change to claim her and that's just what it did. But with no flesh left it forged a new form, from the Golams and other objects around, then decanting her soul back into it so she can once more have live and act as theirs not Hell's emissary. Mythic in deed.
So I went with

Construct/Outsider (native) LN Paragon Cleric of 'Law' L20 (Divine Scion 'Law' 10 Feat) Mythic Hierophant T4

Divine Scion, I think is a good fit and means I don't have to change much.
Hope you like her, I love the new Rosa :) and what a tail to tell, sold to hell as a child, left for dead when her used was over, remade into a Construct by the lords of Law to be their tool now, shes had a ride old Rosa.


Human being Game Master and all round good egg

Just love the new Rosa, she lost a lot, but she so cool now, like a Pathfinder Transformer, what's not to like about that.


M Humanborn

yeah hahah


Human being Game Master and all round good egg

Found a great image of what Rosa looks like now, 18 foot tall and made of metal.

IMAGE HERE


M Humanborn

dang that is cool


Male Casrua. Inquisitor 20/Ranger10(gestalt feat)/Nature's Warden7(prestigious)

There's been a update to the Mythic Rules, which can be found in the Mythic Playtest general discussion thread, I believe. I'm on my cell right now, so if one of you would be kind enough to linkify for me, that would be super.

That said, one of the changes is one I don't agree with: Amazing Init now grants a +1/per tier bonus instead of a flat +20..

Not sure if I want to use that, stick with the original or try my suggestion which is +2/tier.


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59
GM Spugly Fuglet wrote:

Found a great image of what Rosa looks like now, 18 foot tall and made of metal.

IMAGE HERE

That's pretty bad ass.


Male Weremonkey Rogue/Ranger/Trickster

All I see is a stick figure with wavy arms and one of those annoying meme heads...

As such, Rosa is devoid of any weapons, armor or magic items. Also, that picture lacks hands thus New Rosa does as well.


Rosa.Luminass. Demi-God Init +TBC| ACT60/80* TT47/67* FF-- |HP800/800|F+70/90*|R+70/90*| W+70/90* | SR45 | Per +TBC

Arr there is Monkey on my Back!! :)


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

It's a work in progress, but I've got Sparel mostly updated. I'm open to Thoughts or suggestions.


Human being Game Master and all round good egg

Mythic Rules Changes
From From Jason Bulmahn Lead Designer

Hey there Everyone,

Development on the Mythic Adventures rules is continuing here at the office and I thought I would take a moment to give all of you an update before many of use disappear from the offices for the Christmas break. Please feel free to use the following changes as part of your Mythic playtest, but make sure to note that you are using the updated rules in any feedback you might post so that we can easily tell if you are up to date.

1. All of the following rules changes have to do with the base mythic abilities common to all characters. There are other changes being made, but for this update, we are focusing on a few broader issues.

2. The following changes, by necessity, impact various other parts of the document. To keep things simple, we are not posting those changes. Most of them are self explanatory at this point.

3. There is NOT a revised version of the pdf. These changes are not in that document. At this time, there is no plan to update the pdf.

The rules changes are summarized below. Thanks again for playtesting. See you on the boards.

Jason Bulmahn
Lead Designer

Mythic Adventures Playtest Rules Changes
The following changes alter pages 4 through 6 of the playtest pdf.

1. Gaining Tiers: We have removed lesser trials from the rules at this time, shifting them instead to a system of GM-focused guidelines for rewarding mythic characters during play. They are no longer part of the advancement system for mythic characters. Now, when a character performs a suitably mythic act (subject to GM discretion), he is rewarded with one use of mythic power.

2. Base Mythic Abilities: The following changes have been made to a number of mythic base abilities. The levels at which you gain these abilities has not been changed. The surge ability is gained at 1st level, along with mythic power.

Mythic Power (Su): Mythic characters can draw upon a wellspring of power to allow them to accomplish amazing deeds and cheat fate. You can draw upon your mythic power a number of times per day equal to 3 plus your mythic tier. This power is used by a number of different abilities gained by mythic characters.

Surge (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one daily use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the results. Using this ability is an immediate action that is taken after the original roll is made and the results are revealed. This can change the outcome of the roll. The bonus gained by using this ability increases by one die size at 4th tier and every 3 tiers thereafter to a maximum bonus of 1d12.

Amazing Initiative (Ex): At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, on your turn, you can expend one use of mythic power as a free action to take an additional standard action during your turn. You cannot use this ability more than once per round.

Mythic Saves (Ex): At 5th tier, whenever you succeed at a saving throw against a spell or special ability, you suffer no effect as long as that ability did not come from a mythic source, such as a mythic creature or character. If you fail such a saving throw, you take the full effects as normal. If the spell comes from a mythic source, you treat the results of any saving throw required by the spell or special ability as normal.

Unstoppable (Ex): At 8th tier, you can expend one use of mythic power as a free action to immediately end any one of the following conditions that is affecting you: bleed, blind, confused, cowering, dazed, dazzled, deafened, entangled, exhausted, fascinated, fatigued, frightened, nauseated, panicked, paralyzed, shaken, sickened, staggered, or stunned. All other conditions and effects remain, even those caused by the same spell or effect that caused the selected condition. Using this ability can be done at the start of your turn even if a condition would prevent you from acting.

3. The Mythic Flaw ability has been moved to the GM section of the book. GM's now have a choice as to whether or not mythic characters in there game have a flaw. Such a flaw is decided by the GM, using the existing flaws as guidance.

Thanks again for participating in the Mythic Adventures playtest. We here on the design team hope you have a happy holidays.


Human being Game Master and all round good egg

Also Guys I found this in the Mythic rules and I think if Flaw is out, Gm sanding, then this may make being Mythic a Flaw in itself.

our World of Mythic may have

Stolen Might: The amount of mythic power in the
world is finite. When a mythic creature dies, its power
is passed on to a chosen vessel or—in the case of those
that die by violence—stolen by the creature that dealt the
killing blow. Mythic power has slowly been consolidating
among those who already have mythic power, as they
seek out the last remaining mythic creatures in hopes of
stealing their power. Characters who gain mythic power
in this way do so through accident in most cases, only
to find out that the power comes with a terrible price:
There are those who wish to take it from them at the cost
of their lives.

That black pool could have been a Mythic 'TAP' used to suck Mythic
power into itself, use showing up and messing up thing, then setting off the bomb about its let that power out and into is, This could be wha the hidden brotherhood is all about, getting Mythic power, for ???? well will we ever find out etc.


Male Casrua. Inquisitor 20/Ranger10(gestalt feat)/Nature's Warden7(prestigious)

Its possible, but if used, I don't think I want it to be some sort of definite


Rosa.Luminass. Demi-God Init +TBC| ACT60/80* TT47/67* FF-- |HP800/800|F+70/90*|R+70/90*| W+70/90* | SR45 | Per +TBC

yep should have a open I know what you mean.


M Humanborn

so are we updating characters as per the rules outlined above?


Male Casrua. Inquisitor 20/Ranger10(gestalt feat)/Nature's Warden7(prestigious)

Yes, though I am not sure which version of Amazing Initiative I want to use. If we are out to be more of a playtest, I would suggest the new one.

If however, we are just using the rules for fun, cuz they happen to make us more badass, I say we stick with the original.((My personal preference))

How do the rest of you feel?


Human being Game Master and all round good egg

new I think for me to pay test is all


M Humanborn

doesnt matter to me, either is fine. i assume mythic enemies will have the same setup so it will be balanced. +20 isnt as fantastical when all mythic enemies have +20, and an extra turn at the cost of a mythic point doesnt do me as much good when im not the one laying down carpet bombs of fireballs and such.


Rosa.Luminass. Demi-God Init +TBC| ACT60/80* TT47/67* FF-- |HP800/800|F+70/90*|R+70/90*| W+70/90* | SR45 | Per +TBC

OK Rosa is Done


Mythic Construct (Outsider) - LN (Psionic Axiomatic Sword) [MARSHAL*] 18th level Cohort

And her new sword


Male Casrua. Inquisitor 20/Ranger10(gestalt feat)/Nature's Warden7(prestigious)

Sparel, I'm thinking you, and to a lesser degree Rosa, need to be our blaster, at least some what.

With current access to all Wiz/Cleric spells, albeit only so many per day, you are our best bet to to have some of the boom boom spells available when needed.

I am definitely not suggesting to become solely that, but would you mind preparing at least one solid damage spell per level? If you do so already, ignore this and keep on doing that.

Also,
I think instead of leveling, after each major encounter(such as these two Devils) I am just going to award specific bonus, either a couple of bonus class level but only for features(ala the HOP Gestalt feat) or maybe a few bonus spells, feats, etc.

This way, we still earn XP but we do not increase BAB/Saves/Etc.

Thoughts on this??

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