Mythic version of the latter two-thirds of Rise of the Runelords
Play begins with “The Hook Mountain Massacre”: The characters have
Gameplay will take place on Wednesday Nights from 5:30pm until about 11pm EST, every other week, beginning September 18th. (*Biweekly because I already run 2 online games and know doing 3 every week will burn me out too quickly- I’m going to attempt a longer playtime with less frequency here.) Maptool version 1.3b89. We will be using Mumble for voice chat during the game, server recklessrotrl.mumble.com to give it more of a tabletop feel. If we find mumble too burdensome, we may switch to Skype, but I want to do voice chat this time around.
PCs will be level 6 with 1 Mythic Tier, 25 Point Buy, 30,000gp in equipment (Craft your own items at 75% list price with appropriate feats, no one item may be more than 15,000 gp in value unless it is a Legendary Item with Mythic Feat, in which case it can be worth up to 21,000.) Pick one trait from the Rise of the Runelords Anniversary Edition Player’s Guide and other trait. Max HP at first level, as follows thereafter: HD6=4, HD8=6, HD10=8, HD12=10. Characters gain Skill Focus, one of the two-skill-based feats (Acrobatic, Alertness, etc.), or Toughness as a (free) bonus feat.
Advancement will work differently in this game and be based off of a combination of Mythic Tier and Level advancement as follows:
Beginning ECL 8 for characters due to point buy, wealth/gear, bonus feat, and Mythic Tier.
Hook Mountain Massacre
Goal 1 (Graul): +1 Mythic Tier
Goal 2(Rannick): +1 Level
Goal 3(Skull): +1 Mythic Tier
End: Lvl 8, 3 Mythic Tiers, + Higher point buy & WBL= ECL 10
Fortess of the Stone Giants
Goal 1(Sandpoint): +1 Level
Goal 2(Journey):+1 Mythic Tier
Goal 3(Jorgenfist): +1 Level
End: Lvl 10, 4 Mythic Tiers, + Higher point buy & WBL= ECL 13
Sins of The Saviors
Goal 1(Arkryst): +1 Mythic Tier
Goal 2(Sixth Ring): +1 Level
Goal 3(Completion): +1 Mythic Tier
End: Lvl 11, 6 Mythic Tiers, + Higher point buy & WBL= ECL 15
Spires of Xin-Shalast
Goal 1(Siege): +1 Level
Goal 2(Avarice):+1 Mythic Tier
Goal 3(Confrontation): +1 Level
End: Lvl 13, 7 Mythic Tiers, + Higher point buy & WBL= ECL 17
Please post your builds and brief backgrounds/descriptions here. I will select 4-5 players for this game. Recruitment will close Sunday Sept 15th.
Well Reckless you already know my thing ;D but you know me. I like to get stuff done early. I wrote a story for you.
At first glance, she is just a big ole Frog to most. At a closer look, she doesn't seem so silly anymore. Her eyes were red like freshly split blood. Smooth pearl like skin, white as the pale moon that disappeared at her birth. Two sharp fangs are used as "earrings" pushed through her flesh on both sides of her head. These "earrings" weren't the only thing displeasing and painful to look at. Pink craved marks on her skin, symbols of her once whole clan. The magic Leaf armor she wore made the pink tint of her skin to stand out only more. Pray the Gods save you if you dared to pick on her about it.
Born Albino and under a lunar eclipse, Brap was Fated for something great. On the night she was born Giants attacked her Tribe. The village was destroyed and most of the villagers were killed and taken away to be cooked, eaten and Gods knows what else. Her father escaped with her and some of the other Tribesmen (mostly women and children). As she grew up they taught her and the other children how to fight against giants to protect themselves from another attack.
Brap grew up without a mother. She was never taught the female ways of the Tribe or any female ways at all. She was shunned; Thought of as an ill omen. Only her Father at her side. Looking out for her, caring for her. She couldn't blame the Tribe for thinking such things considering what happened at her birth. Instead her anger and pain was targeted at the rest of the world, but mostly on the giants. She trained herself hard to learning how fight and kill the monsters.
Brap knew she was meant to save the world from giants. But she had know idea how right she was until recently.
Just to get it here so others can know more about Brap:
Female Grippli Ranger 2/Rogue (Knife Master) 3/Shadowdancer 1/Trickster 1
CG Small Humanoid (grippli)
Init +5; Senses darkvision 60 ft.; Perception +11
AC 22, touch 18, flat-footed 16 (+4 armor, +5 Dex, +1 size, +1 deflection, +1 dodge)
hp 58 (2d10+4d8+16)
Fort +8, Ref +14, Will +6
Defensive Abilities blade sense +1, evasion
Speed 30 ft., climbing (20 feet)
Melee +1 Bane (Giant) Dagger +9 (1d3+6+2d6 vs. Giant/19-20/x2) and
+1 Returning Dagger +9 (1d3+3/19-20/x2)
Special Attacks favored enemy (giants +2), sneak attack +2d8/+2d4
Ranger Spells Prepared (CL 0):
Str 11, Dex 20, Con 14, Int 14, Wis 14, Cha 13
Base Atk +4; CMB +3; CMD 20
Feats Combat Reflexes (6 AoO/round), Dodge, Mobility, Stealthy, Two-weapon Fighting, Weapon Finesse, Weapon Finesse [Mythic]
Traits Evasive Sting, Giant Slayer
Skills Acrobatics +19, Bluff +10 (+12 vs. giants), Climb +13, Diplomacy +6, Disable Device +16, Escape Artist +12, Fly +7, Intimidate +5, Knowledge (dungeoneering) +7 (+9 vs. giants), Knowledge (geography) +6 (+8 vs. giants), Knowledge (local) +6 (+8 vs. giants), Knowledge (nature) +7 (+9 vs. giants), Knowledge (nobility) +3 (+5 vs. giants), Perception +11 (+13 vs. giants), Perform (dance) +6, Sense Motive +7 (+9 vs. giants), Sleight of Hand +10 (+11 to conceal a light blade), Spellcraft +6, Stealth +20, Survival +7 (+9 vs. giants, +8 to track), Swim +5, Use Magic Device +6
Languages Common, Draconic, Goblin, Grippli
SQ bane (giant), combat styles (two-weapon combat), glider, hard to kill, hidden blade +1, hide in plain sight, jumper, rogue talents (finesse rogue), surge, track, wild empathy
Combat Gear Potion of reduce person (2); Other Gear +1 Leaf armor, +1 Bane (Giant) Dagger, +1 Returning Dagger, Belt of incredible dexterity +2, Boots of elvenkind, Cape of free will +2/+3, Ring of protection +1, Backpack, masterwork (13 @ 11.25 lbs), Bedroll, Spider's silk rope, Thieves' tools, masterwork, Trail rations (8), Waterskin (2), Wrist sheath, spring loaded (empty) (2), 29 GP, 9 SP
Bane (Giant) +2 & +2d6 damage vs chosen type
Blade Sense +1 (Ex) +1 dodge bonus to AC vs. attacks made against you with light blades
Cape of free will +2/+3 Spend 1 power as immediate action to reroll failed Will save.
Climbing (20 feet) You have a Climb speed.
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Evasive Sting +1 to AC vs. favored enemies that are at least 2 sizes larger.
Favored Enemy (Giants +2) (Ex) +2 to rolls vs Favored Enemy (Giants).
Giant Slayer +1 Bluff, Perception, Sense Motive, attack and damage against giants.
Glider Halve falling distance, may move horizontally during fall half of vertical distance fallen.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Hidden Blade +1 +1 bonus on Slight of Hand checks to conceal a light blade.
Hide in Plain Sight (Su) You can use Stealth even while observed, as long as there is a shadow within 10'
Jumper You always are considered to have a running start when jumping.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Sneak Attack +2d8/+2d4 +2d8 damage with a dagger-like weapon if you flank your target or your target is flat-footed.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Surprise Strike (Ex) As a swift action, use 1 power to attack foe in 30 ft. They are flat footed and you bypass all DR.
Titan's Bane (Ex) Move through space of creature two sizes larger without AoO, can share its space, giving you cover vs. it and making it flat -footed vs your attacks.
Track +1 Add the listed bonus to survival checks made to track.
Weapon Finesse (Mythic)Add dexterity modifier instead of strength modifier to finesse weapons.
Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Okay, how about this?
More to the point, he was too sensible and serious to be a teller of tales. He could memorize and recite, but never properly create. And so Giacomo took a life more suited to his temperament; preaching the story of the greatest hero of them all, Cayden Cailean. The legend of the mortal adventurer who ascended to godhood during a drunken revel has always inspired Giacomo, who felt this was the caliber of adventure he had always craved, but could only ever dream about. So he traveled from town to town, preaching in alehouses, and doing good where he could in the name of his inebriated deity.
That's exactly what he was doing at the Swallowtail festival, where his life changed forever. If you had asked him before what he would do in a battle, he would have sheepishly replied "Run, hide, try to aid others with the sense to do the same". Instead, when the goblins attacked, he astounded himself by smashing a stein of ale over one's head, then running two more through with his (previously kept only for ceremonial purposes) rapier.
But even this came as less of a shock than being hailed as a hero by the people of Sandpoint. Giacomo decided that this was his god giving him the chance life had long denied him; he was a failure at telling heroic stories, so instead he was going to LIVE one. Whether this tale will end up a rousing saga or a tragic lament he doesn't know or care. One way or another, he's going to see how it ends.
Male Human (Taldan) Cleric of Cayden Cailean 6
CG Medium Humanoid (Human)
Init +6; Senses: Perception +6
AC 21, touch 12, flat-footed 19 (+8 armor, +2 dex, +1 nat)
HP 60 (6d8+12+6+4)
Fort +9 Ref +6 Will +13
Speed 40 ft
+1 Shock Rapier +7 (1d6+2+1d6 electricity, 18-20/x2)
Masterwork Crossbow +7 (1d8, 19-20/x2)
Str 10, Dex 14, Con 14, Int 10, Wis 20 (22 with Headband), Cha 12
Base Atk +4, CMB +4, CMD 16
Feats: Extra Channel, Improved Initiative, Craft Wondrous Item, Weapon Finesse, Weapon Finesse (Mythic), Toughness
Traits: Student of Faith, Inspired
Skills: Heal +14, Knowledge (planes) +6, Knowledge (religion) +9, Linguistics +6, Sense Motive +12, Spellcraft +9
Languages: Common, Celestial, Abyssal, Infernal
SQ: Aura, Channel Energy +3d6, Spontaneous Casting: Cure, Domains: Good (Touch of Good), Travel (Agile Feet), Hard to Kill, Mythic Power: 5, Surge 1d6, Inspired Spell, Faith's Reach
Gear: +1 Shock Rapier, Masterwork Crossbow - light, Bolts - crossbow (50), Flint and Steel, Backpack , Bedroll , Cleric's vestments , Healer's kit, Holy Symbol - Silver, Journal, Rope - silk (50 ft), Handy Haversack, Wand of Cure Light Wounds (50 charges), Headband of Inspired Wisdom +2, Amulet of Natural Armor +1, Cloak of Resistance +2, +2 Mithral Agile Breastplate
We're good to go with
Giacomo, human cleric of Cayden Cailean hierophant
Vance Logan, human druid/monk hierophant
Brap, grippli rogue(knife master)/ranger/shadowdancer trickster
Veit, exiled dwarf sorcerer(wildblooded, karmic)/barbarian(titan mauler) guardian
we may also have Warsar Chant, a human paladin. If not, there may remain 1 slot open. We can certainly play with 4.
Drawn to the wilderness by some quirk of personality, Vance was saved from an eventual fate of starvation or predation by a young brass dragon named Kezmorel. Kez looked after Vance and instilled in him an appreciation for magic (though Vance would eventually take the path of natural magic rather than draconic sorcery). Vance also got into a lot of mischief with that rascal Kez; it's a wonder either of them survived the wrath of nearby villages or some of the woodland creatures they played pranks on. Vance regrets some of the nastier tricks he played; though none of them was mean-spirited.
Recent events: At the age of 19, Vance began training with a circle of druids in the wilds of Varisia. Last year, he completed that training, having learned enough to gain the benediction of his teacher, a woman named Ziru Tawn. A few months back, Vance heard about giants [EDIT:goblins] mobilizing throughout the countryside. He ventured to Sandpoint to help the town prepare for a possible incursion. There he met up with some other plucky explorers, and together they embarked on a series of adventures. In this group, he has done some good work. And somewhere along the way, the group realized that they had developed a limited ability to alter fate and shape their destiny -- in ways they'd never realized mortals were capable of.
Thanks for posting that.
I mentioned giants instead of goblins because the Player's Guide says, "Giant Hunters: Rumors of giants mobilizing in the wilds of Varisia are spreading, and the people of this frontier land need saviors."
Also, the Giant Slayer trait says, "Since hearing of giants mobilizing throughout the countryside, you ventured to Sandpoint to help the town prepare for a possible incursion."
But clearly, goblins were one of the first threats the group had to deal with. And that was probably fortunate given what giants would likely do to a group of greenhorns! :)
Cool, yeah, there are rumors of giants wandering about, and many of the builds are based around giant killing (which is good considering all the ogres and giants you'll be up against.) I'll be posting a summary of the events of your adventures so far under a spoiler tag in the near future.
I'm excited. Its hard to decide what class to take the leveling path. Its either Rogue for more sneak attack, Ranger for hated enemy or Shadow Dancer for my epic shadow. So hard to decide! If I did take another favored enemy it would probably be dragon or human. I don't do that much damage on anything but giants. =)Ribbet.
I love this adventure. Hopefully we'll be able to finish it this time =D. Nice long adventure. Table top feel. Are we starting this Wednesday?