| Warden Zander Orlovsky |
Sorry on the long pause on my part. I am posting mostly be phone currently as I lost a home computer, and I have an intern sharing my work space and I have trouble sneaking in long responses. From my phone I missed Taisper's response to me in the midst of the DT posts. Totally my fault, I thought things are just going slow...didn't mean to be the cause of it.
This weekend should have a new computer delivered, so I will be back up to speed, despite my work opportunities to post having decreased. Intern is at lunch so I get to make a flurry of posts. It's my lunch too, so I don't feel too guilty. :-)
| Akiros Ismort |
Most of us - myself, Dan, and Steven - are all wading through long periods of roughness at our respective lives. (I should be coming out of it relatively soon myself.)
Good to hear. The coming out of it part, I mean ; )
Steven T. Helt
RPG Superstar 2013
|
Sorry for the holdup gang. I want to re-iterate that I think this game is special and exciting. Just a lot going on with the day job, family and writing right now.
On the upside, in a few days I will have an exciting announcement!
For now, I am going to catch up my PBPs. FOr starters, I am going to threaten to physically kill Hargulka for everyone present. And then I am going to follow up by murdering a PC and good OOC friend.
So...busy day for everyone!
| DM Barcas |
Good Afternoon my friends,
I am writing you today with some rather unfortunate news. As some of you know I am in the military limits my options. I love pbp’s and I love the groups and adventures I interact with. In a way it is a form of escapism for me. However, a direct order is something I can’t scoff at. If I violate it, I would be endangering my advancement (hence a larger paycheck for me and my family). As such I need to take a leave of absence from the pbp forums until I can gain access to a personal computer. This will take some time. Due to the sensitive nature of what I do, I am not at liberty to say when I will post again, but I assure you all I am coming back and I would request that you remain patient with me in the interim. For some campaigns I have spent months and months playing with you all and I have no intention of quitting, but at this present time, I can’t interact with this website. That said, while I would be deeply sad should you wish to remove me from the campaigns, or leave the ones that I run, I would understand. This is a hard thing to swallow, but it cannot be avoided or circumvented.
I will return as strong as ever, perhaps more so because of a need to catch up. For what it’s worth I am sorry; this is out of my hands. I’ll check back when I can, as soon as I can and pop my head in so you all know I have not simply left.
-Cel/John/Elsir/Maeve/AoW/TCS/ect..
A message from Elsir...
Personally, I am almost clear from a period of heavy work. I will get these arcs finished, and one step closer to the exciting conclusion of this Chapter. (I'd estimate we are two-thirds through. We will be level 7 at the conclusion of the chapter.)
Vorduvai
|
Yeah with Darkest Timeline I think we're down to Dan unless he's opting out with The Cog, at which point we could go on to Round 2, assuming DMB doesn't have something else he needs to describe with minions and overall status of the scene. With Elsir out at the moment, the "other" battle really becomes a hold-off with Borodin vs. as-of-yet-unseen worg minions entering the fray.
(and yes, Greater Dispel is very rude...more because I'm forcing Steven to run a recalculation round-by-round on item suppression and reversing buffs...fun though because I've not had a character to run a Greater Dispel in Pathfinder before, so that was a hoot)
For Regular Timeline, I think we're at the Round 4 rebuttal/recap by DMB and then after that Round 5 can be kicked off by Jemini. So Lorekeeper, I think we're closing out as you wanted with Round 5 hitting Cangarit with your best skill option (Diplomacy w/ Honeyed Tongue), though we're taking penalties by winning virtually any other tribe on them, but pretty much that's unavoidable. Hopefully with some good rolls and Diplomacy assists we'll seal this thing up.
| DM Barcas |
I will try to get the Cog statted up and DMPCed.
I finally have caught up with where I need to be in my cases. It's been a rough few weeks. My squad got hit with some upheaval, which means I have a new partner and a new schedule. I will be working weekends for four weeks, so hopefully I can find some time between that and my Tuesday-Thursday "weekend" to post.
Vorduvai
|
I will try to get the Cog statted up and DMPCed.
I finally have caught up with where I need to be in my cases. It's been a rough few weeks. My squad got hit with some upheaval, which means I have a new partner and a new schedule. I will be working weekends for four weeks, so hopefully I can find some time between that and my Tuesday-Thursday "weekend" to post.
How'd the cases go? To your satisfaction by the end of it?
| DM Barcas |
The Denny's robbery case went quite well. We arrested the four suspects and obtained a fair amount of information and evidence linking them to the crime.
The other case that's been taking my time is going well. I am caught up on it and getting it ready to go to the grand jury. It's not a traditional case, so it's been a bit strange. The documentation alone is over 9,000 words at this point - and that's just a summary of my actions. I'm mostly waiting on documents to review at this point.
| Akiros Ismort |
Ah man! With the updates that means that Akiros is now officially the only one not involved in the epic battle :(
On the other hand, there Are one, maybe two PCs in the fight that are without players to play them... Hint, hint.
Just sayin' ;-)
| DM Barcas |
The Cog
Human Inquisitor 9/Monk (Master of Many Styles) 4/Guardian 4
LN Medium Humanoid (human)
Init +12; Senses darkvision 60 ft.; Perception +21
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Defense
--------------------
AC 22, touch 22, flat-footed 19 (+3 Dex, +2 deflection)
hp 136 (13d8+68);
Fort +13, Ref +10, Will +17; +2 vs. enchantment spells and effects
Defensive Abilities evasion, hard to kill, judgement of sacred protection +2; DR 5/-, Immune compulsion, curse; Resist judgement of sacred purity +2, judgement of sacred resistance 8 (fire)
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Offense
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Speed 40 ft.
Melee Unarmed strike +17/+12 (2d6+10/x2)
Special Attacks bane (+2 / 2d6) (9 rounds/day), judgement of sacred destruction +4, judgement of sacred justice +2, judgement of sacred piercing +4, judgement of sacred smiting (magic, law), ki strike, magic, mythic power (11/day, surge +1d8)
Spell-Like Abilities
. . At will—Detect Alignment (At will)
. . 9 rounds/day—Discern Lies (9 rounds/day)
Inquisitor Spells Known (CL 9):
3 (4/day) Prayer, Agonizing Rebuke (DC 18), Litany of Righteousness, Terrible Remorse (DC 18)
2 (5/day) Castigate (DC 17), Cure Moderate Wounds, Darkness, Blistering Invective
1 (7/day) Shield of Faith, Expeditious Retreat, Litany of Sloth, Litany of Weakness, Wrath
0 (at will) Detect Magic, Bleed (DC 15), Guidance, Light, Brand (DC 15), Sift
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Statistics
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Str 18, Dex 17, Con 16, Int 13, Wis 20, Cha 15
Base Atk +9; CMB +14; CMD 35
Feats Boar Ferocity, Boar Style, Favored Judgment (Humanoid-Human), Improved Unarmed Strike, Improved Unarmed Strike [Mythic], Intimidating Gaze (1/day), Iron Will, Judgment Surge (1/day), Monastic Legacy (+4), Monastic Legacy [Mythic] (+4), Outflank, Pack Attack, Persuasive, Precise Strike, Shared Judgment, Snake Style, Stunning Fist (7/day) (DC 21)
Skills Acrobatics +3 (+7 jump), Bluff +21, Craft (traps) +5, Diplomacy +9, Disguise +6, Heal +13, Intimidate +29 (+31 to demoralize opponents), Knowledge (arcana) +17, Knowledge (dungeoneering) +6, Knowledge (nature) +6, Knowledge (planes) +6, Knowledge (religion) +5, Perception +21, Perform (comedy) +6, Sense Motive +27, Spellcraft +9, Stealth +12, Survival +16 (+20 to track)
Languages Celestial, Common
SQ ac bonus +7, amazing initiative (1/round), blessed infiltration (5/day), domains (heresy inquisition), fast movement (+10'), fuse style (2 styles), hide tracks, judgement of sacred escape, ki defense, ki pool, maneuver training, recuperation, judgement (3/day), slow fall 20', solo tactics, stunning fist (stun, fatigue), surge, teamwork feat (change 5/day), track, unarmed strike (2d6), word of anathema (1/day) (dc 19)
Combat Gear Poisoner's gloves (2/day), Sandals of quick reaction; Other Gear Amulet of mighty fists +4, Belt of physical might (Str & Dex +4), Monk's robe, Ring of protection +2, 6000 GP
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Special Abilities
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AC Bonus +7 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
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).
Bane (+2 / 2d6) (9 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Blessed Infiltration (5/day) (Ex) Roll twice for Bluff, Diplomacy, or Stealth check and take higher result.
Boar Ferocity Add piercing damage to unarmed attacks, and demoralize opponents
Boar Style Unarmed strikes deal bludgeoning or piercing damage
Damage Reduction (5/epic) You have Damage Reduction against all except Epic attacks (weapons with a +6 bonus).
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (9 rounds/day) (Sp) Discern Lies at will
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Movement (+10') The Monk adds 10 or more feet to his base speed.
Favored Judgment (Humanoid-Human) Judgments gain +1 to bonuses for attacks to from foe chosen (on ranger's favored enemy list).
Fuse Style (2 styles) (Ex) At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but whe
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Hide Tracks (Ex) Creatures attempting to track you take a -5 penalty.
Immunity to Non-Mythic Compulsion You are immune to non-mythic compulsion.
Immunity to Non-Mythic Curse Effects You are immune to non-mythic curse effects.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Improved Unarmed Strike [Mythic] As a swift action, use 1 power to ignore up to 15 hardness with unarmed strikes.
Judgement of Sacred Destruction +4 (Su) Weapon Damage bonus.
Judgement of Sacred Escape (Su) When hit foe with melee/ranged attack, can create diversion to hide.
Judgement of Sacred Healing 4 (Su) Fast Healing
Judgement of Sacred Justice +2 (Su) Attack bonus
Judgement of Sacred Piercing +4 (Su) Concentration and vs. SR bonus
Judgement of Sacred Protection +2 (Su) AC bonus
Judgement of Sacred Purity +2 (Su) Save bonus
Judgement of Sacred Resiliency 2: Magic (Su) DR/magic
Judgement of Sacred Resistance 8 (Fire) (Su) Energy Resistances
Judgement of Sacred Smiting (Magic, Law) (Su) DR bypass
Judgment Surge (1/day) Gain improved versions of your judgments
Ki Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Ki Strike, Magic (Su) If you have ki remaining, unarmed strikes count as magic to overcome DR.
Longevity (Su) You don't take penalties to physical ability scores due to aging.
Maneuver Training (Ex) CMB = other BABs + Monk level
Monastic Legacy [Mythic] (+4) Use 1 power to add half tier to monk level for unarmed strike and AC bonuses.
Mythic Power (11/day, Surge +1d8) Use this power to perform your mythic abilities.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Pack Attack Ally's attack allows you to take a 5-foot step
Poisoner's gloves (2/day) Each glove can be filled with liquid, and deliver with melee touch or natural att.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Sandals of quick reaction Can take standard & move action in surprise rd. +10 ft speed if already could do this.
Second Judgement (3/day) (Su) Variable bonuses increase as the combat continues.
Shared Judgment Extend a judgment to an adjacent ally instead of enacting a second judgment.
Slow Fall 20' (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Snake Style Gain +2 on Sense Motive checks, and deal piercing damage with unarmed attacks
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Stunning Fist (7/day) (DC 21) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun, Fatigue) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Sudden Block (Su) As an imm action, use 1 power to add +4 to own/adj ally AC vs a melee att & foe must rolls 2x (take low). Make return att (bypass all DR).
Surge (1d8) (Su) Use 1 power to increase any d20 roll by the listed amount.
Teamwork Feat (change 5/day) Swap your most recent Teamwork feat for another
Track +4 Add the listed bonus to survival checks made to track.
Unarmed Strike (2d6) The Monk does lethal damage with his unarmed strikes.
Word of Anathema (1/day) (DC 19) (Sp) Curse 1 foe in 60 ft (-4 to attack/save/ability/skill checks) for 1 min (Will neg).
XP 1200
Half-Dragon Worg
NE Medium Dragon ((magical beast))
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +14
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Defense
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AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
hp 38 (4d10+16)
Fort +8, Ref +6, Will +3
Immune paralysis, sleep
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Offense
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Speed 50 ft., flight (100 feet, average)
Melee Bite (Half-Dragon Worg) +11 (1d6+7/x2) and
. . Bite (Half-Dragon) +11 (1d6+7/x2) and
. . Claw x2 (Half-Dragon) +11 x2 (1d4+7/x2)
Special Attacks breath weapon (1/day) (dc 16), trip
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Statistics
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Str 25, Dex 15, Con 19, Int 8, Wis 14, Cha 12
Base Atk +4; CMB +11; CMD 23 (27 vs. Trip)
Feats Run, Skill Focus (Perception)
Skills Acrobatics +2 (+10 jump, +6 to jump with a running start), Intimidate +5, Perception +14, Spellcraft +3, Stealth +11, Survival +8; Racial Modifiers +2 Perception, +2 Stealth, +2 Survival
Languages Common, Goblin
Other Gear You have no money!
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Special Abilities
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Breath Weapon (1/day) (DC 16) (Su) 1/day, Breath Weapon deals 4d6 (energy) damage, DC 16.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Flight (100 feet, Average) You can fly!
Immunity to Paralysis You are immune to paralysis.
Immunity to Sleep You are immune to sleep effects.
Low-Light Vision See twice as far as a human in low 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.
Trip (Ex) You can make a trip attempt on a successful attack.
Hold onto these for me so that I can reference them tomorrow while writing up my post. Sorry for the delay.
If anyone wants to make suggestions as to how to improve the Cog, I'm all ears. I kind of slapped him together.
| Jemini of Lebeda |
Without an exact breakdown of level/feat acquisition; it is hard to make suggestions. The advantage of Master of Many Style is that the feat prerequisites are waved for the bonus feats with respect to styles - that means it is readily possible to get excellent mileage by arranging the levels and feat choices appropriately.
For example, picking Snake Style as an ordinary feat (readily possible from level 3 onwards), then one of the MoMS bonus feats can be used to get the Snake Fang feat which is a rather great feat to have.
It's not obvious (to me) what mythic abilities have been gained. Specifically the path abilities seem absent.
| Akiros Ismort |
Ah man! With the updates that means that Akiros is now officially the only one not involved in the epic battle :(
On the other hand, there Are one, maybe two PCs in the fight that are without players to play them... Hint, hint.
Just sayin' ;-)
Um, so, This ^ ^, up there??
| DM Barcas |
I tried to think of a way to get Akiros involved (and initially had him rushing in with guards, until I realized that it was the same period as the centaur meeting), but could not find something satisying. This is already complex enough without throwing in another NPC-as-PC, especially if it doesn't serve the story.
| DM Barcas |
Male Human Monk (Master of Many Styles) 3/Summoner (Synthesist) 10/Marshal 3
LN Medium Humanoid (human)
Init +6; Senses tremorsense 30 ft.; Perception +21
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Defense
--------------------
AC 43, touch 25, flat-footed 39 (+2 shield, +3 Dex, +16 natural, +2 deflection, +1 dodge)
hp 116 (13d8+48)
Fort +14, Ref +14, Will +23; +2 vs. enchantment spells and effects, +4 to avoid being knocked prone
Defensive Abilities evasion, hard to kill; DR 5/chaotic; Immune fear, petrification, polymorph; Resist cold 15, fire 15
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Offense
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Speed 50 ft.
Melee Unarmed strike +19/+14 (2d6+10/x2)
Special Attacks mythic power (9/day, surge +1d6)
Spell-Like Abilities
5/day—Summon Monster V (5/day)
Summoner (Synthesist) Spells Known (CL 10):
4 (1/day) Dismissal (DC 16), Overland Flight
3 (3/day) Tongues, Dimension Door, Dispel Magic, Evolution Surge (DC 15)
2 (5/day) Resist Energy, Haste, Wind Wall, See Invisibility, Blur
1 (6/day) Expeditious Retreat, Shield, Mage Armor, Endure Elements, Protection from Chaos
0 (at will) Detect Magic, Mage Hand, Read Magic, Guidance, Message, Light
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Statistics
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Str 21, Dex 16, Con 14, Int 13, Wis 22, Cha 15
Base Atk +10; CMB +16; CMD 40 (can't be Tripped)
Feats Combat Style Master, Crane Riposte, Crane Style, Crane Wing, Dodge, Improved Unarmed Strike, Improved Unarmed Strike [Mythic], Iron Will, Iron Will [Mythic], Monastic Legacy (+5), Precise Strike, Snake Fang, Snake Sidewind, Snake Style, Stunning Fist (6/day) (DC 22)
Skills Acrobatics +7 (+11 to avoid being knocked prone, +15 jump), Intimidate +18, Knowledge (religion) +5, Perception +21, Sense Motive +32, Stealth +17, Survival +13
Languages Celestial, Common
SQ ac bonus +8, amazing initiative (1/round), eidolon link, fast movement (+10'), fuse style (2 styles), fused eidolon, fused link, maker's jump (1/day), maneuver training, recuperation, share spells with eidolon, shielded meld, stunning fist (stun), surge, unarmed strike (2d6)
Combat Gear Clockwork key, Sandals of quick reaction; Other Gear Amulet of mighty fists +4, Ioun stone (dusty rose prism), Monk's robe, Pauldrons of unflinching fortitude +3/+4, Ring of protection +2, 32000 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).
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Immunity to Non-Mythic Fear (Ex) You are immune to fear from non-mythic sources.
Immunity to Non-Mythic Petrification You are immune to non-mythic petrification.
Immunity to Non-Mythic Polymorph You are immune to non-mythic polymorph effects.
Mythic Power (9/day, Surge +1d6) Use this power to perform your mythic abilities.
Rally (Su) As a swift action, use 1 power to grant allies in 30 ft a d20 reroll before your next turn.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Unchanging (Su) Immune to non-mythic polymorph and petrfication effects.
New and improved? Most of the mythic abilities are at the bottom.
| Verik of Abadar |
Yeah that's impressive, and I see you've scaled back the Mythic Tiers a bit on him. I've been studying Mythic Adventures for a possible dabbling in my home game later, and it definitely adds a complexity layer to a random build-up. I haven't cracked the mythic monster templates yet.
So in the context of the Round 1 actions for The Cog, it seems to me a problem with inquisitor/monk was that there were too many conflicts in choice for swift action. Does he start up a monk style, or use a ki point power, or activate his judgment surge, or activate the bane power? At least Jemini's Aura of Justice use by the other characters is a free action.
| Verik of Abadar |
Is it? I thought that it was a swift action as well.
Checking...
Nope, I am right. It is a swift action for Jemini to activate Aura of Justice, giving Smite Evil to all allies. Smite Evil requires a swift action to activate.
Agreed, though it looks like the recipients of Aura of Justice can use it as a free action. I took that from the text under the 11th level Aura of Justice text. Unless it was errata'd from my hard copy book.
| Verik of Abadar |
Okay Akiros! Sorry we can't get you into this DT fight (honestly I'm looking forward for it to be over because the complexity of the builds and actions is probably more than we anticipated), but at least you can jump in now for Round 5 'aid another' roll and sway these Cangarit centaurs to victory!
Steven T. Helt
RPG Superstar 2013
|
I am posting now. Sorry - work was killer this week, I made a lot of money and carried junior agents on my back. Now I am posting and hoping not to be overwhelmed again this week.
A little unsure what to expect since I think the transformation into a mythic being makes it impossible for Nikolai to actually kill anyone in this fight. :(
Finally...I do not have a big important announcement like I thought I would. I am being forced to temper expectations for the time being. Maybe in a few days.
Steven T. Helt
RPG Superstar 2013
|
I don't want to interrupt the prose going on in the game thread. So I am gonna roll damage for the spirit totem against Verik. I ran out of time with all the complicated edits. It looks like the last time I tried to drop all the stats into Epic Nikolai's profile, it timed out and didn't keep. I adjusted for the debuffing and assume the magic items start working again at the beginning of Verik's turn.
I am not clear on everyon'e AC. I assume the listed ACs include the deflection bonus Jemini gives them. THey probably only get an extra +7/+8 each since their deflection bonus has to be replaced, yes?
Anyway, assuming Verik's AC is 49 after Jemini's smite takes effect, here's the damage from the totem spirit:
1d6 + 8 ⇒ (6) + 8 = 14
| DM Barcas |
It's been a rough few weeks for me. My wife's new job and my current schedule has me in an awkward spot for free time, as I have to chase around the fully mobile and adventurous toddler. I haven't been able to update much at work, either, because it's been busy. The lack of intertia has been pretty bad on my part.
I fear I might have bitten off more than I can chew with regards to the Dragon Lord. I will write out the remainder of the encounter and get us all on pretty solid ground. We are just about done with the centaurs, too. I can get everybody in the same place again to get things moving.
Steve, do you want to play out the worg moon moot, or just one of us write a narrative of how that worked out?
| Jemini of Lebeda |
Technically Jemini and Nikolai will be spending a *really* long time together now; that is mostly for certain. What is not for certain, is whether death will re-open Nikolai's eyes. After that... who knows? Both Nikolai and Jemini are high enough level to become "something entirely different" when sentenced to the plane of daemons. In fact, without Jemini acting as his guardian to seal him, Nikolai may well be powerful enough in that existence to actually leave. The same would be true for Jemini (other than her word and bond to keep him there) - though who knows what a few centuries in that place will do to them both?
| Verik of Abadar |
I wouldn't want to hand-wave the huge impact of the arrival, though as Lorekeeper wrote we can certainly jump forward to later in the evening to imply that a fuller story has been told, minus any elements the trio decide would not have been told from the Darkest Timeline. We could pick it up there after the "telling" and give some opportunities for trying to digest all of this.