therealthom |
ok, so i'll just brainstorm out here and hopefully something i can roll here will help. which of the following (or combination thereof) would be most appropriate?
Suppression class ability to suppress the need for ID verification
Knowledge check for Targryn (probably a super long shot)
Use Magic Device to trick the item into thinking I am Targryn
Disable device against the ID function of the device
Spending an Action Point in conjunction with the above, most likely.
"Dragon, do you know Professor Targryn?" Nalverren asks. he only asks this if none of the above give him ideas, and would ask it such that the machine can't hear him.
Good ideas. I was thinking about UMD also. Rehil's modifier is only 4, but maybe he could throw in an 'aid another'.
Disable device would be great. Your modifiers are high and Rehil's a lock to aid. Somehow I don't think that's going to fly with our dear, dear DM.
Otto brings knowledge, religion and Spellcraft. He can channel positive energy, but it's likely to be an eyedropper against a firehose of negativity.
Male Human (Thrane) Cleric (Evangelist) (5) of Dol Arrah
LG, M, Humanoid
Init +4; Senses Perception +7
DEFENSE
AC 14, touch 10, flat-footed 14 (armor +4)
HP 51 (5d8 +5 (Toughness) + 10 (Con) +5 (FC)); DR --
Fort +6, Ref +1, Will +7
Immune
Resist
Spcl Def. Countersong, Fascinate, Channel (5 / day, 2d6).
OFFENSE
Speed 30 (Light Armor)
Melee Longspear +5 (1d8+3; 20/x3, P) reach
Melee Halberd +5 (1d10+3; 20/x3, P and S) brace, trip
Range Javelin +3 (1d6+2; 20/x2 inc. 30 ft, P)
Spcl Att. Inspire Courage +2 (StA, hit and damage competence, charm and fear morale, 14 rounds per day), Spellcasting (CL 4, Concentration +7).
Memorized Spells
3 (1+1+1, DC 16): xcure serious wounds + heroism // tongues
2 (2+1+1, DC 15): xmuffle sound, silence, cure moderate wounds + bless weapon // enthrall
1 (3+1+1, DC 14): remove fear, cure light wounds, divine favor, bless + shield of faith // command
0 (4, DC 13): detect magic, light, spark, purify food and drink
OTHER
Str 15, Dex 10, Con 14, Int 14, Wis 16, Cha 14; (25 pt buy, Human +2 Wis, level 4: +1 Str)
BAB +3 ; CMB +5; CMD 15
Feats H-Fast Learner, 1-Toughness, 3-Power Attack, 5-Improved Initiative.
Traits Fate’s Favored (+1 luck bonus), Fast-Talker.
Skills (Cleric 2, Human 1, Intelligence 2, Fast Learner 1) x 5
ACP
Bluff (Cha) +10 = 4+2+3+1* trait
Diplomacy (Cha) +10 = 5+2+3*
Heal (Wis) +7 = 1+3+3*
Knowledge (local) (Int) +7 = 2+2+3*
Knowledge (religion) (Int) +8 = 3+2+3*
Linguistics (Chr) tr
Perception (Wis) +8 = 5+3
Perform (Oratory) (Chr) +3 = 1+2+3*
Profession (Wis) (Diplomat) +7 = 1+3+3*
Sense Motive (Wis) +10 = 4+3+3*
Spellcraft (Int) +9 = 4+2+3*
* cleric class skills
Languages Common, Draconic, Celestial.
SQ Orisons, Domains (Heroism), Touch of Glory (StA, +lvl on Chr check, one hour max, 3+Wis/day), Bardic Performance (StA; 4+Chr+2/lvl (10) rounds / day; Countersong, Fascinate, Inspire Courage +2).
EQUIPMENT
Spent: 160.54 GP
Worn or carried gear
-Chainshirt (100 gp, 25 lbs)
-Longspear (5 GP, 9 lbs)
-Halberd (10 GP, 12 lbs)
-Javelin (5) (5 GP, 10 lbs)
-Signal whistle (8 SP, -)
-Wooden Holy Symbol (1 gp. —)
-Traveler’s Outfit (1 GP, 5 lbs)
Pouch, Belt (1 gp, 0.5 lb)
-4 GP
-4 SP
-6 CP
Backpack (2 gp, 2 lbs)
-Waterproof Bag (0.5 gp, 0.5 lb)
-Chalk (0.01 gp)
-Earplugs (0.03 gp)
-Flint and steel (1 gp)
-Tobacco (1 sp, 0.2 lb)
-Smoking Pipe (5 sp)
-Bedroll (0.1 gp, 5 lbs)
-Rations (3 days) (1.5 gp, 3 lbs)
-Waterskin (1 gp, 4 lbs)
-Backup Wooden Holy Symbol (1 gp. —)
-Scroll Case (1 gp, 0.5 lb)
-Scroll of Cure Light Wounds (50 gp) [2]
Scrolls: One can remove curses, next one imbues shield or armor with magic for added protection, another heals and the final one reveals invisible opponents in the imidiate proxity.
Lizardfolk Druid 1 (male)
STR 16, DEX 8, CON 15, INT 10, WIS 15, CHA 10
HP 23, AC 14, BAB +1, Init -1, Move 30 (Swim 15), Align N
Fort +8, Ref -1, Will +5, CMB +4, CMD 13
Skills: Acrobatics (0 ranks) +3, Knowledge (Nature) (1 rank) +6, Perception (3 ranks) +8, Profession (Canoeist) (0 ranks) +2, Survival (3 ranks) +10, Swim (1 ranks) +14
Feats: Combat Casting, Multiattack
Special: Hold Breath, Wild Empathy +1, Nature Bond (Animal Domain - can use Speak With Animals as a spell-like ability for 4 rounds/day)
Attacks: Spear / +5 to hit / damage 1d8+4 and Bite / +2 to hit / damage 1d4+1
2 Claws / +4 to hit / damage 1d4+3 each and Bite / +2 to hit / damage 1d4+1
Equipment: MW Spear, Potion of CLW, Potion of CMW, Battle harness and pouches
Spells: save DC 12 + spell level
0th: Know Direction, Purify Food and Drink, Stabilise
1st: Calm Animals (d), Cure Light Wounds, Magic Fang
Nalverren |
Yeah, i was just thinking either Activate Blindly (DC 25) which should take care of any command phrases, or some of the Emulate X features of the skill.
I figured some of the other stuff might work since it is kind of a trap, say a pass phrase or something bad happens.
I forget if we are using Eberron-rules Action Points or Pathfinder-rules Hero Points, but i suppose their use in this situation is largely GM-rule territory anyway.
Nalverren |
If i can get this thing turned off and free the dragon, we might be able to collect the shards and analyze them. Maybe i could use them to make items for us that would help us not be such... paupers.
Aubrey the Malformed |
Hi guys, a player in one of my other games is looking to run this. Please PM him if you are interested.
Nalverren |
As much as i'd like to see crusty ol' Jareen DM some stuff, PFS gives me hives
Nalverren |
not PFS? as in, i am not restricted to the silliness whereby they make a game and then specifically prohibit things they have published from being used?
Aubrey the Malformed |
You can play in two modes, so I believe - one is basically Core Rulebook only, the other is most published Paizo stuff (but with some restrictions nevertheless). According to Nevynxxx this will count as proper organised play, but we haven't discussed anything about how we will play. I'd prefer the freer version, personally.
Nalverren |
switching over here from gameplay ooc.
it may not be 100% planar merging, but there is a hefty precedent for planes becoming coterminous. i mean, look at Sharn, a manifest zone for the plane of air. a huge portion of the city floats due to the influence of air coupled with some magical tinkerings. that is mithal-level magic (to use Forgotten Realms terms) but done by decidedly non-epic spellcasters with the help of the magic bleeding in from the plane of air.
Frostfell, the Boneyard, possibly the Mournland, the Gloaming, parts of the Shadow Marches, potentially parts of Aerenal, etc.
All planes have minor zones somewhere in Eberron (except Dal Quor). Some planes have major zones, and sometimes the minor zones can become major and vice versa.
therealthom |
If this thing releases as much necromantic energy as exists on the negative energy plane, then it's really just merging the two planes, in which case, the entire world, from insects to higher life forms, all die in the first 0.0003 seconds. I'd be rather upset to have been duped into making a character and sitting through 8 weeks of not playing just to have my character killed by the bomb going off.
Aubrey wouldn't do that. Although if some of us continue standing outside the hut, he's perfectly capable of metaphysically consuming those stragglers without even leaving crumbs on his waistcoat.
My money is on this cataclysm is what precipitates Tal'Va'Nocht to our world or timeline and possibly triggers mythic consequences.
therealthom |
switching over here from gameplay ooc.
it may not be 100% planar merging, but there is a hefty precedent for planes becoming coterminous. i mean, look at Sharn, a manifest zone for the plane of air. a huge portion of the city floats due to the influence of air coupled with some magical tinkerings. that is mithal-level magic (to use Forgotten Realms terms) but done by decidedly non-epic spellcasters with the help of the magic bleeding in from the plane of air.
Frostfell, the Boneyard, possibly the Mournland, the Gloaming, parts of the Shadow Marches, potentially parts of Aerenal, etc.
All planes have minor zones somewhere in Eberron (except Dal Quor). Some planes have major zones, and sometimes the minor zones can become major and vice versa.
And Dal Quor doesn't because the giants cataclysmically cut off all contact when the Quori were invading.
therealthom |
not PFS? as in, i am not restricted to the silliness whereby they make a game and then specifically prohibit things they have published from being used?
Yeah, but I have no trouble working around it. All my PFS PCs (all 2 of them) are straight Core because I haven't purchased the later books. I still have a good time.
Tal'Va'Nocht |
:) Yeah, I'm assuming any mythic would be from this, and I hope I'm introduced shortly. :)
Wultram Denka |
Unlikely it to be whole plane business since it was established that it was certain aspect and likely refined negative energy. Though with the power magnitude in question it very well may have been where it was drawing power from.
Wultram Denka |
Not 100% sure yet on choices yet. But this is more for fellow players.
Path: Archmage
Feat: Mythic Spell focus(essentially double bonuses) or Mythic paragon(tier is counted 2 higher for abilities)
Archmage arcana: Wild arcana (Use mythic for extra spell that gets +2CL)
Path ability: Necromantic Mastery (Mythic for tier+CL for necromancy spells min 2)
and naturally all the universal abilities that everyone gets by virtue of becoming mythic tier 1
Rehil Ecraish |
I initially missed the "go mythic" post. Ha! It may take a while to settle mythicness.
I make our experience total 13,447 now.
Aubrey the Malformed |
Actually I've had a rethink - if you want something that is not in the "core" Mythic book, let me know and I will decide on a case-by-case basis. The Mythic rules are not the most balanced at the best of times, so I suspect that balance isn't really the be-all-and-end-all here.
Tal'Va'Nocht |
Not seeing how anything other than Heirophant works for a healer type on Mythic, at least not and stay true to form.
So probably Heirophant.
Inspired Spell
Feat : Weapon Finesse (Mythic)
Path Ability : Sustained by Faith (No need to eat, drink, or sleep).
Cole. |
Boom! Mythic!
Path: Guardian
Feat: Mythic Power Attack
Guardian’s Call: Sudden Block
Path Ability: Fast Healing
I’m slightly torn on the Path Ability. Retributive Reach could be really nice in terms of helping control tight spaces in a fight and defend the group. But Fast Healing helps meet the immediate need of the difficulties we’ve had keeping Cole in HP’s without burning through group resources.
Down the line, I’m inclined to Multi-Path Champion to pick up abilities to boost his Rage and offense.
Wultram Denka |
@Aubrey: Well the Necromantic Mastery is not out of the "core" I pretty much explained what it does above but spoilering the full text below.
Source: Mythic realms pg 7.
BTW for people in general, I have only played mythic once before, but I suggest looking at the universal abilities too. There are some real nice stuff there too. My tiefling certainly loved his artifact sword.
@Cole: If you are mainly looking just to handle the healing aspect with the fast healing, might wanna look at "Recuperation" that you gain automaticly at 3rd tier.(wich might very well be long time from now, but figured to draw attention so you can make informed decision.)
therealthom |
Nalverren, are you going trickster? If so which flavor? Can we stand two in the group? I am torn. I was thinking about taking maybe one more level of rogue before jumping ship for ranger. So I could try one of the mythic whack-a-mole roles.
.... But Fast Healing helps meet the immediate need of the difficulties we’ve had keeping Cole in HP’s without burning through group resources.
....
Healing Cole wouldn't be so much a problem if you just hung back and let Vaard, Ashshar, Rehil, or Skelly take those hits for you. :-p
BC -- thanks for any tips. Mythic is a whole new game for me. Never played it before.
Cole. |
@Cole: If you are mainly looking just to handle the healing aspect with the fast healing, might wanna look at "Recuperation" that you gain automaticly at 3rd tier.(wich might very well be long time from now, but figured to draw attention so you can make informed decision.)
Yah. I was thinking of in-combat or mid-day healing. Recuperation is definitely helpful, but with the way that Mythic opponents (or opponents cranked up to create challenges for Mythic heroes) can create damage, I’m more concerned with getting Cole back up to full in situations where we can’t just stop and rest.
Healing Cole wouldn't be so much a problem if you just hung back and let Vaard, Ashshar, Rehil, or Skelly take those hits for you. :-p
Ha. Somehow i don’t think that’d be true to Cole’s character.
Ashshar |
I was initially going into Champion for extra melee and ranged goodness, but you all have caught my atention.
What are the sources of Mythic outside of "core" just so I can reconsider my options?
Cole. |
I'm also considering swapping Mythic Power Attack for picking up an extra Path Ability: Legendary Item. And go ahead and bring Portforged's crystal to life.
@ Aubrey: if I go that route, would you be okay saying the crystal becomes fused with Poomah's hammer, and that those things combined now make his Legendary item?
Wultram Denka |
@Ashshar: I suggest using archives of Nethys for that. Since it has next to each ability where it is from. I prefer it to the actual "books"(since I have them in pdf) because ease of use. Most of the extra stuff just adds additional path abilities. One issue you may come across is that the stuff was made before slayer existed. That being said char that was also a champion was Aegis, and I did not have too many issues with the fact.
Tal'Va'Nocht |
Extra Path Ability requires Mythic Tier 3, otherwise I'd have gotten that as well.
Nalverren |
As for Nalverren, i had another idea. Mythic Genius (if i remember correctly, though i'm away from books). But that would require DM approval (i'll get you a link to source or copy abilities, GM, once i get home).
If that doesnt work, i guess trickster. Nothing goes well with artificer unless the mage path has stuff about activating magic items, since i dont actually cast spells. If i go trickster, i dont know what flavors you speak of. I'm not actually a huge fan of mythic so i havent spent much time with it though i have played and do play in a handful of mythic games.
Tal'Va'Nocht |
Marshal might be better.
Some serious buff abilities.
Either way, I'd suggest you get the universal path ability of Display of Charisma (Su) : As a free action, you can expend one use of mythic power to attempt a feat of Charisma, gaining a +20 circumstance bonus on one Charisma-based skill check or Charisma ability check.
Basically a guaranteed 'I activate this magic item no matter what' ability.
Vaard |
Actually I've had a rethink - if you want something that is not in the "core" Mythic book, let me know and I will decide on a case-by-case basis. The Mythic rules are not the most balanced at the best of times, so I suspect that balance isn't really the be-all-and-end-all here.
Mythic balance gets considerably better if you use the alternate/revised rules in chapter six of the Mythic Hero's handbook (you can also get just the first section of chapter six as a cheaper PDF (EDIT: here), though its missing a lot of the other important tweaks from the full chapter six of the MHH, like mythic skills and alternate ways of advancing).
Part of the issue was the lack of extensive playtesting of the mythic rules before Mythic Adventures was published. With the Mythic Mania books, they had an additional two years to work out the issues.The other thing to keep in mind is that the authors of the mythic rules believed that they were not feature-complete at the time MA was published, and a big part of the mythic mania KS project was filling the major gaps the authors saw in the previous book. The end result is that Mythic Adventures is a lot like an early alpha version of a piece of software, while the Mythic Heroes Handbook (and the accompanying mythic spell compendium and mythic monster manual) are more like the "real" core mythic rules.
Unfortunately, a drawback of pbps is that it is much harder to share rulebooks. In a face-to-face game, I would just share my copies of the mythic mania books with everyone in the group. That isn't a possibility in online games.
As for Nalverren, i had another idea. Mythic Genius (if i remember correctly, though i'm away from books).
Do you mean this one? I can recommend that product. I don't think the rules are available for free on any website right now, though (all the rules in it are OGC, but no one has taken the time to add it to d20pfsrd.com).
I was considering Stranger for Vaard, but that has the same issue....
...
...
Anyhow, for Vaard, I've been considering going either Marshal, Stranger, or Champion. As therealthom predicted, I was leaning towards Marshal. (The Stranger might be out anyways, since Aubrey might not have the book. Even if he did, though, I think Marshal is still a better fit for Vaard overall). I am leaning towards Advance as his Marshal Order. I'll probably be able to get most of my character sheet updated tomorrow and Friday.
Also, there's no reason Nalverren and Vaard couldn't both pick Marshal, unless either Aubrey or Tenro are opposed to multiple PCs having the same mythic path. There are enough distinct path abilities that we won't need to step on each others' toes too much.