Dawn of Legends (A Legacy of Failure) (Inactive)

Game Master JamZilla

Train!

Rolls sheet


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Spore - This game is going to go a completely different direction to Infinity War and in fact some of the things I have planned would be impossible if IW happened. As of now we are on diverging realities - thankfully the multiverse makes this possible :)

Also, continue to count rounds please


Plant Brawler/Sorcerer 6 | HP: 76/76; | AC 20/20; | Fort:+11; Ref:+8; Will:+7 | Resist: Cold 5, Acid 5 | Vulnerable: Fire | Immune: Mind-Effecting, Paralysis, Poison, Polymorph, Sleep, Stun | Low-Light Vision; Perc.+11; Init +2

Cool, sounds good. About how many rounds happened between the last combat and this one?


I make it round 26 in total if that's easier


Hey guys, I'm in another game where the GM suggested we keep a spreadsheet of typical rolls that we make with a few variations depending on whether it's a standard action attack, using power attack, a full attack and so on.

When I've done this for my character in that game, I haven't included every permutation because it's too much. But I have included my most common rolls and found it to be a real time saver when copy/pasting from that spreadsheet into my post.

It's also useful for the GM when he is rolling saves for me following a spell on me or botting me if I'm not around to post.

I propose we do the same thing here so I have started a google sheets with what I'm talking about. Could you please go in and edit and add in your most common attacks and saves please?

Spreadsheet

Let me know what you think.


Male Human aka Ebon - Human, Monk/Magus 6 | hp 64 | F+8 R+8 W+11 | AC K 22 E 20 | Init +6 | Perc +14

Sounds good, I always have problems remembering my attacks.

If everyone could copy the top four lines like mine I can set up a list for jz to copy them whenever he needs to do mass saves and such.


aka Napalm, Mutant (half-orc) Alchemist/Rogue (hp 45/45; F+8, R+11*, W+7* | KAC 19/15/15; EAC 18/15/14 | Init +4 | Perception +10*, Sense Motive +10)
Dex Mutagen:
F+8, R+13*, W+6* | KAC 22/15/18; EAC 21/15/17 | Init +6 | Perception +9*, SM +9

I've been crushed by work lately.

I'll try filling out the spreadsheet, but I think I might have broken some of the code you have. Napalm is usually using his Dex mutagen for more battles, but I'll include his non-enhanced attack rolls too. But that just means he has two sets of everything.


I hope you enjoyed the climax to this section, I was pretty excited about it


Male Human aka Ebon - Human, Monk/Magus 6 | hp 64 | F+8 R+8 W+11 | AC K 22 E 20 | Init +6 | Perc +14

It was pretty insane seeing Doom, I didn't expect that at all.


Plant Brawler/Sorcerer 6 | HP: 76/76; | AC 20/20; | Fort:+11; Ref:+8; Will:+7 | Resist: Cold 5, Acid 5 | Vulnerable: Fire | Immune: Mind-Effecting, Paralysis, Poison, Polymorph, Sleep, Stun | Low-Light Vision; Perc.+11; Init +2

Loved the finale, really looking forward to whatever happens next.

Dark Archive

Lady Luck: F CG Sylph Rogue/Magus/Witch(6) | HP: 39 | KAC:23* | EAC:22 | F:5 R:8 W:8 | CMD: 22 | Init: 4 | Per: 17* | Speed: 35' | Darkvision: 60' | Fame: 6 | Arcane Pool: 8 | Magus Spells: | 1st: 5 | 2nd: 3 | Witch Spells: | 1st: 8 | 2nd: 7 | 3rd: 4 |

Yeah, that was fun stuff, and an unexpected villain.


aka Napalm, Mutant (half-orc) Alchemist/Rogue (hp 45/45; F+8, R+11*, W+7* | KAC 19/15/15; EAC 18/15/14 | Init +4 | Perception +10*, Sense Motive +10)
Dex Mutagen:
F+8, R+13*, W+6* | KAC 22/15/18; EAC 21/15/17 | Init +6 | Perception +9*, SM +9

Great appearance! Now we're getting noticed!

Dark Archive

Lady Luck: F CG Sylph Rogue/Magus/Witch(6) | HP: 39 | KAC:23* | EAC:22 | F:5 R:8 W:8 | CMD: 22 | Init: 4 | Per: 17* | Speed: 35' | Darkvision: 60' | Fame: 6 | Arcane Pool: 8 | Magus Spells: | 1st: 5 | 2nd: 3 | Witch Spells: | 1st: 8 | 2nd: 7 | 3rd: 4 |

Classes: Magus/Witch

HP: +6(5+FCB)

Will: +1

ABP: Int+2

Skills: +14(2+Int(6)+Boon(1)+Int bump(+5))

Feat: Slashing Grace(Magus)

Witch Hex: Fortune

Magus Spells: Pilfering Hand

Witch Spells: Call Lightning, Storm Step


aka Napalm, Mutant (half-orc) Alchemist/Rogue (hp 45/45; F+8, R+11*, W+7* | KAC 19/15/15; EAC 18/15/14 | Init +4 | Perception +10*, Sense Motive +10)
Dex Mutagen:
F+8, R+13*, W+6* | KAC 22/15/18; EAC 21/15/17 | Init +6 | Perception +9*, SM +9

Classes: Alchemist/URogue

HP: +7 (5+1+1FCB)

Saves: +1 Fort, +1 Reflex, +1 Will

ABP: +2 to Int

Skills: 18 skill points (8 Rogue + 5 Int +5 retroactive Int)
Acrobatics, Athletics, Bluff, Computers, Culture (2), Engineering, Intimidate, Life Science, Medicine, Perception, Physical Science, Piloting (2), Sense Motive, Stealth, Meta (2)

Alchemist Abilities
Alchemical Weapon (swift): Add alchemical effects to a weapon as a swift action
Directed Blast: Use bomb in a 20 foot cone starting from Alchemist

Alchemist's Discovery: Tanglefoot Bomb - Entangled on a direct hit

Rogue Abiltities
Danger Sense increases to +2

Rogue Talent: Major Magic - Vanish (3/day)

Alchemist Formula: Lesser Resistant Armor, See Invisibility

Also, since we have removed Shield from the game, I will have Napalm replace it with Alleviate Addiction. I think it's flavorful for Napalm to have that.

Also, Napalm can learn a new language. Has he had enough exposure to an alien language to pick it up? Asgardian or Kree?


I forgot to mention that with automatic bonus progression you get this level you can take either physical or mental +2, your choice

As for your language Lucas, I don't mind. You could have been studying either in your downtime


Plant Brawler/Sorcerer 6 | HP: 76/76; | AC 20/20; | Fort:+11; Ref:+8; Will:+7 | Resist: Cold 5, Acid 5 | Vulnerable: Fire | Immune: Mind-Effecting, Paralysis, Poison, Polymorph, Sleep, Stun | Low-Light Vision; Perc.+11; Init +2

Hrmmmm, decisions decisions.
I'm seriously considering taking a quick dip into Oracle to grab life link.


lol so your tankiness can spread to them team? I'm a bit wary of that I have to say Spore, I'm already finding it difficult to do anything significant to you.

I dunno, how are you all feeling about the challenge so far?


Male Human aka Ebon - Human, Monk/Magus 6 | hp 64 | F+8 R+8 W+11 | AC K 22 E 20 | Init +6 | Perc +14

I'm sure when we get high with more energy types Spore will feel it, I'd also assume we'll be fighting smarter people. You don't mess with someone like Doom or the Hand and they just forget about you.

Level UP!

Magus Arcana - Enduring Blade Weapon Enchantment last 1-minute per level for 1 extra point.
Monk Ki Power - High Jump
Feats - Improved Trip
Spells - Mirror Image
ABP - +2 wisdom


Plant Brawler/Sorcerer 6 | HP: 76/76; | AC 20/20; | Fort:+11; Ref:+8; Will:+7 | Resist: Cold 5, Acid 5 | Vulnerable: Fire | Immune: Mind-Effecting, Paralysis, Poison, Polymorph, Sleep, Stun | Low-Light Vision; Perc.+11; Init +2

No worries JZ, I'll hold off on the level dip.

Alternative Suggestion:
I could swap out the Fast Healing (6RP) for other traits and get a little more utility at the cost of my healing's effectiveness.

I'm currently getting 3 hp/rd for no actions with Fast healing and the Fast Healer feat.

If I switched it out for 'At-will spell-like ability' of 'Celestial Healing', I'd be wayyyy slowed down, but could also use it on others. That'd be a one round cast time (like a summoning spell) to get 1 hp/rd for 3 rounds (3hp/rd for me with my feat). So I wouldn't be able to 'fill' anybody (or even myself) without taking a lot of time, but we'd be able to 'fix' folks outside of dungeon crawls. Thoughts?


I actually think that's a good idea. The group kind of lacks healing and while that wouldn't have the punch to be effective in combat, it would certainly be useful to top people off between fights without wasting resources.


Plant Brawler/Sorcerer 6 | HP: 76/76; | AC 20/20; | Fort:+11; Ref:+8; Will:+7 | Resist: Cold 5, Acid 5 | Vulnerable: Fire | Immune: Mind-Effecting, Paralysis, Poison, Polymorph, Sleep, Stun | Low-Light Vision; Perc.+11; Init +2

Cool, I'll post Spore's level up this weekend and include what RP traits he takes. And if we need to tweak anything down the line, it's all good.


As long as people are enjoying I'm cool


Plant Brawler/Sorcerer 6 | HP: 76/76; | AC 20/20; | Fort:+11; Ref:+8; Will:+7 | Resist: Cold 5, Acid 5 | Vulnerable: Fire | Immune: Mind-Effecting, Paralysis, Poison, Polymorph, Sleep, Stun | Low-Light Vision; Perc.+11; Init +2

Weekend got away from me, but here's what I was thinking. I'll try to do my level up on Monday, too.

Alternative Race Creation Idea
target: 16pts @ level 6

10 plant type
-1 Weakness abil.
-2 elemental weakness:fire
-1 Slow
2 Fertile Soil
2 Greater Variable SLA (Celestial Healing)
1 toxic (Paralytic)
2 Treespeech
3 Spell Resistance, Gr


Plant Brawler/Sorcerer 6 | HP: 76/76; | AC 20/20; | Fort:+11; Ref:+8; Will:+7 | Resist: Cold 5, Acid 5 | Vulnerable: Fire | Immune: Mind-Effecting, Paralysis, Poison, Polymorph, Sleep, Stun | Low-Light Vision; Perc.+11; Init +2

level up changes

HP: +17 (6 Base, 4 CON, 1 FCB, +6 con increase)
BAB: +1
Saves: +1 to all
ABP: +2 CON
Skills: +1 to each of Life Sci, Mysticism, Perception, Survival
New Spells Known: 0th Level- Mending
Class Abil: Martial Flexibility (1 feat as swift action or 2 feats as move)
Race Point Abil: Toxic, Paralytic Poison (apply a poison to weapons a number of times/day equal to CON mod)
Race Point Abil: SR 17 (11+char level)
Race Point Abil: Under a continual 'Speak with Plants' spell
Race Point Abil: Dropped Fast Healing for At-Will 'Celestial Healing'


Spore wouldn't your HP be +12 on level up? The ABP increases your con by 2 which equates to 1 HP. I'm not sure where that +6 is from?


Plant Brawler/Sorcerer 6 | HP: 76/76; | AC 20/20; | Fort:+11; Ref:+8; Will:+7 | Resist: Cold 5, Acid 5 | Vulnerable: Fire | Immune: Mind-Effecting, Paralysis, Poison, Polymorph, Sleep, Stun | Low-Light Vision; Perc.+11; Init +2

It's +17 since last level. Sorry if I wrote it a confusing way.
"+6 con increase" meant one HP for each previous level and then also this one, since my level 5 hp was calculated before the CON increase.

So now it's:
10 (max at first level)
30=6x5 (6 @ each of second thru sixth levels: half-plus-one)
30=5x6 (CON mod x each level)
6=1x6 (1 HP per level favored class bonus)

10+30+30+6=76


Right, gotcha. Thought something was a but wonky there!


Male Human Mesmerist - Bard 6 INIT +1, PPT+10, FORT +5, REF +7,WILL +15,CMB+4, CMD +16,BA +4,AC 17,EAC 15, T 11, FF 15 HP 45

Level up details

+2 charisma
New spells - scare, lesser restoration,remove fear

New abilities - psychosomatic surge

Skills and saves updated in profile


Plant Brawler/Sorcerer 6 | HP: 76/76; | AC 20/20; | Fort:+11; Ref:+8; Will:+7 | Resist: Cold 5, Acid 5 | Vulnerable: Fire | Immune: Mind-Effecting, Paralysis, Poison, Polymorph, Sleep, Stun | Low-Light Vision; Perc.+11; Init +2

Oh boy, this is getting interesting...


Male Human Mesmerist - Bard 6 INIT +1, PPT+10, FORT +5, REF +7,WILL +15,CMB+4, CMD +16,BA +4,AC 17,EAC 15, T 11, FF 15 HP 45

What’s the point in having mind control powers if you don’t abuse them a little.
I think if Ebons phone was working he’d already be dialling 911 .....at least I never punched a pensioner and stole his powers , all that dragon talk was just a smoke screen ;)


Plant Brawler/Sorcerer 6 | HP: 76/76; | AC 20/20; | Fort:+11; Ref:+8; Will:+7 | Resist: Cold 5, Acid 5 | Vulnerable: Fire | Immune: Mind-Effecting, Paralysis, Poison, Polymorph, Sleep, Stun | Low-Light Vision; Perc.+11; Init +2

Don't forget you guys haven't sleep in....a while.


Plant Brawler/Sorcerer 6 | HP: 76/76; | AC 20/20; | Fort:+11; Ref:+8; Will:+7 | Resist: Cold 5, Acid 5 | Vulnerable: Fire | Immune: Mind-Effecting, Paralysis, Poison, Polymorph, Sleep, Stun | Low-Light Vision; Perc.+11; Init +2

Sterne is relatively wealthy, right?

The guy's gonna be pretty mad though...


That's like 1 resource point. Speaking of which, you get more on level up. I'll calculate and get back to you


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aka Napalm, Mutant (half-orc) Alchemist/Rogue (hp 45/45; F+8, R+11*, W+7* | KAC 19/15/15; EAC 18/15/14 | Init +4 | Perception +10*, Sense Motive +10)
Dex Mutagen:
F+8, R+13*, W+6* | KAC 22/15/18; EAC 21/15/17 | Init +6 | Perception +9*, SM +9

I didn't mean to completely derail the situation. I just thought it would be a fun exchange, one of those little things in superhero movies that people don't think much about and that Marvel might poke fun at.

Interestingly, I think Napalm wouldn't care as long as Sterne didn't hurt the man. What Sterne did is better than just stealing the car outright (mind control aside). The man knows where his car is and has some reassurance that it will be returned. Which is better than our boy Cap at about 1:45 here. Or maybe Sterne learned it in Nazi Germany.


My god I forget how amazing that scene (and movie) is. DCU hang your heads


Cap! He's my hero.

Dark Archive

Lady Luck: F CG Sylph Rogue/Magus/Witch(6) | HP: 39 | KAC:23* | EAC:22 | F:5 R:8 W:8 | CMD: 22 | Init: 4 | Per: 17* | Speed: 35' | Darkvision: 60' | Fame: 6 | Arcane Pool: 8 | Magus Spells: | 1st: 5 | 2nd: 3 | Witch Spells: | 1st: 8 | 2nd: 7 | 3rd: 4 |

Hands off! ;)


Plant Brawler/Sorcerer 6 | HP: 76/76; | AC 20/20; | Fort:+11; Ref:+8; Will:+7 | Resist: Cold 5, Acid 5 | Vulnerable: Fire | Immune: Mind-Effecting, Paralysis, Poison, Polymorph, Sleep, Stun | Low-Light Vision; Perc.+11; Init +2

Haha, i just feel bad for the guy whose car we stole. His wife is gonna KILL him.
Now how's he gonna pick up the grandkids?!


Male Human Mesmerist - Bard 6 INIT +1, PPT+10, FORT +5, REF +7,WILL +15,CMB+4, CMD +16,BA +4,AC 17,EAC 15, T 11, FF 15 HP 45
The Spore wrote:

Haha, i just feel bad for the guy whose car we stole. His wife is gonna KILL him.

Now how's he gonna pick up the grandkids?!

They have a second car so it’s ok, plus the grandkids are in Disney land until next week with the mum and step dad.


They don't have a second car. His grandkids are waiting to be picked up from soccer practice. It starts raining and they don't have their jackets so they catch a cold. That turns into pneumonia for one of them that permanently affects his lung capacity and ruins his chances of ever playing for the USA in the World Cup.


Plant Brawler/Sorcerer 6 | HP: 76/76; | AC 20/20; | Fort:+11; Ref:+8; Will:+7 | Resist: Cold 5, Acid 5 | Vulnerable: Fire | Immune: Mind-Effecting, Paralysis, Poison, Polymorph, Sleep, Stun | Low-Light Vision; Perc.+11; Init +2
GM-JZ wrote:
...ruins his chances of ever playing for the USA in the World Cup.

...thus saving him from a life of shame.


True. So good job Sterne.


Male Human Mesmerist - Bard 6 INIT +1, PPT+10, FORT +5, REF +7,WILL +15,CMB+4, CMD +16,BA +4,AC 17,EAC 15, T 11, FF 15 HP 45

:)

Dark Archive

Lady Luck: F CG Sylph Rogue/Magus/Witch(6) | HP: 39 | KAC:23* | EAC:22 | F:5 R:8 W:8 | CMD: 22 | Init: 4 | Per: 17* | Speed: 35' | Darkvision: 60' | Fame: 6 | Arcane Pool: 8 | Magus Spells: | 1st: 5 | 2nd: 3 | Witch Spells: | 1st: 8 | 2nd: 7 | 3rd: 4 |

Brutal.... true, but brutal.


Hey guys, just letting you know that on Saturday I will be flying out for a 3 week vacation trekking around the Malaysian jungle.

I am highly unlikely to be able to update much, if at all. We have a couple of days in civilisation at the start and end but otherwise we will very likely be off the grid.


Shall we pause the plot here? Please continue to RP of course, I will just move the plot on after I come back.

Also, please add another 6rp to your total. That makes 20rp since the beginning of the campaign and roughly equates to about another 2250 gold pieces.

Dark Archive

Lady Luck: F CG Sylph Rogue/Magus/Witch(6) | HP: 39 | KAC:23* | EAC:22 | F:5 R:8 W:8 | CMD: 22 | Init: 4 | Per: 17* | Speed: 35' | Darkvision: 60' | Fame: 6 | Arcane Pool: 8 | Magus Spells: | 1st: 5 | 2nd: 3 | Witch Spells: | 1st: 8 | 2nd: 7 | 3rd: 4 |

Awesome, but don't let a tiger eat you!


I think if you punch them on the snout it scares them off.


Would you mind updating your rolls on the spreadsheet upon levelling up please?


aka Napalm, Mutant (half-orc) Alchemist/Rogue (hp 45/45; F+8, R+11*, W+7* | KAC 19/15/15; EAC 18/15/14 | Init +4 | Perception +10*, Sense Motive +10)
Dex Mutagen:
F+8, R+13*, W+6* | KAC 22/15/18; EAC 21/15/17 | Init +6 | Perception +9*, SM +9

That sounds like a great trip, JZ! Stay safe!


Plant Brawler/Sorcerer 6 | HP: 76/76; | AC 20/20; | Fort:+11; Ref:+8; Will:+7 | Resist: Cold 5, Acid 5 | Vulnerable: Fire | Immune: Mind-Effecting, Paralysis, Poison, Polymorph, Sleep, Stun | Low-Light Vision; Perc.+11; Init +2

Sounds super fun, enjoy!

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