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

Game Master JamZilla

Train!

Rolls sheet


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Male Professional Dosser 14/Rules Lawyer6

Yes. I'm having some problems with my computer, so I'm only posting when necessary at the moment, but I'm still following what's going on.


Ok cool, just checking.

I had a huge outage with the boards today, they were down for me for about 14 hours or so in the end so will update tomorrow.


aka Midnight - F Alien Kineticist/Paladin 3; hp 40; AC 20, T 13, FF 17, BAC 16; F +10|R +9|W +6; Init +3, Perception +6 Darkvision 60 ft
skills:
Diplomacy +7, Fly +9, Knowledge (meta) +6, Perception +6, Sense Motive +4
Max. burn 7, Fame: 4

Apologies for my absence, last couple of days I've only had an evening slot to update the boards and each time they've been down >.<

Working now though :)


Melania Mezzanotte wrote:

Apologies for my absence, last couple of days I've only had an evening slot to update the boards and each time they've been down >.<

Working now though :)

Don't jinx it


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

Headed to Japan tomorrow for most of the week. I'll try to post, but no guarantees it'll be consistent.


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

Very jealous Lucas! Enjoy!


aka Midnight - F Alien Kineticist/Paladin 3; hp 40; AC 20, T 13, FF 17, BAC 16; F +10|R +9|W +6; Init +3, Perception +6 Darkvision 60 ft
skills:
Diplomacy +7, Fly +9, Knowledge (meta) +6, Perception +6, Sense Motive +4
Max. burn 7, Fame: 4

Hi all, sorry for prolonged absence, boards have been inaccessible or flaky for me for days now...

Update shortly!


It's an ongoing (annoying) problem.

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 |
GM-JZ wrote:
Do we risk the boards being stable for a little while and move on?

Aye, I'm game. It seems like the last 24 hours have been good.

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 |

The plan is to go tonight. We don't want to wait too long when people are in danger because we're good guys. And I believe we have tentative plans to meet Daredevil.


I am shortly going to jump on a train and be away for the weekend. I won't be able to post until Sunday


aka Midnight - F Alien Kineticist/Paladin 3; hp 40; AC 20, T 13, FF 17, BAC 16; F +10|R +9|W +6; Init +3, Perception +6 Darkvision 60 ft
skills:
Diplomacy +7, Fly +9, Knowledge (meta) +6, Perception +6, Sense Motive +4
Max. burn 7, Fame: 4

Agree with Trystt!

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 |
Robert Trelassion aka Shift wrote:
I'm increasingly thinking I should make this character into a sneaky infiltrator type, perhaps drop the Magus side for something like Investigator, what do you guys think?

Big losses:

Canny Defense(helps w/ballistic AC)

Spellstrike(spell crits on 15-20 is very nice)

More spells

Good Fort save

Investigator big gains =

Lots of skill points(I'm a big fan)

More class skills

Good Reflex save

Trap stuff

mini-Sneak Attack(unlike spells, not multiplied on crits)

Alchemy stuff


At some point, I may see if you guys want to do a bit of a review and change things up. I'm particularly thinking after Starfinder is released.

From what I'm reading in blog posts so far there are a lot of rule changes that I think would suit this kind of game very well. Thinking scaling firearm damage, Kinetic and Energy AC (which is kind of like what we are doing with ballistic anyway), some of the skills such as Computing, Engineering and so on and a few other things.

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 |

Very cool, options are always nice.

Usually, I'm a tinkerer, but I'm actually quite happy with Trystt's build. Both she and the game have been very fun to play.


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

As Trystt said, there's up and downsides. But I think if you look at the way group doesn't have its a super sneak infiltrator and shift seem to be build to dart around unseen.

I'm excited to see all the new rules, but if what has come out a lot would fit in. We would just be picking and choosing what rules to bring over?


We'll just talk it over as a group and find consensus and just pick what elements we want. I wouldn't necesarily want to port the whole game over to Starfinder rules but if there are a few things that thematically support what we are going for then I say bring them in.


Male Professional Dosser 14/Rules Lawyer6
Trystt wrote:
Robert Trelassion aka Shift wrote:
I'm increasingly thinking I should make this character into a sneaky infiltrator type, perhaps drop the Magus side for something like Investigator, what do you guys think?

Big losses:

Canny Defense(helps w/ballistic AC)

Spellstrike(spell crits on 15-20 is very nice)

More spells

Good Fort save

Investigator big gains =

Lots of skill points(I'm a big fan)

More class skills

Good Reflex save

Trap stuff

mini-Sneak Attack(unlike spells, not multiplied on crits)

Alchemy stuff

Thanks Trystt, that's really helpful.

The way I see it, Spellstrike is a combat ability, and I think we are well covered there. More spells can be offset by the alchemy stuff, so all I'm losing is Canny Defense and the Fort save; against that I gain loads of skills and bonuses, good Reflex (arguably better than Fort) and the mini-sneak attack.

Of course, I could go with Rogue and get sneak attack, but I think the ability to instantly move to a flanking position and sneak attack for loads of damage is a bit of overkill that would upset the balance of the game

Role-play wise, I have enjoyed the tech searches and application of knowledge skills; the ability to infiltrate would simpy be another feather in his cap.

Finally, while our builds and final characters are very different, both Shift and Ebon are Maguses (Magi?), so eliminating that side of things would help diversify the group


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

Lucas can trade formula with you! I think either way is good. Both classes are strong additions. Studied Combat isn't as flashy as spellstrike, but it might be more consistent over the long haul.

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 |

Cool, I'm a fan of playing the guy that you want. And GM-JZ has been awesome at helping us do that from what I've seen.

You'll keep the swashbuckler level for finesse & deeds?


Male Professional Dosser 14/Rules Lawyer6
Trystt wrote:

Cool, I'm a fan of playing the guy that you want. And GM-JZ has been awesome at helping us do that from what I've seen.

You'll keep the swashbuckler level for finesse & deeds?

Sure. It gives him quite a distinctive style, and plays to his strengths.

The only problem I can see is that Magus (kensai) gave him Weapon Focus for free, which Investigator does not replace, and I relied on that to get fencing Grace, so I may have to wait until level 3 before revamping him (or take the hit to his "to-hit" and damage).


Sorry guys, had a really busy weekend. Part of it was prepping for a big presentation I had to deliver today. But as I was travelling to the venue a few hundred miles away from home, a screw punctured my tyre and I never made it anyway!

Nevermind, time to get this back on track.

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 |

No worries, our pace is really good in general.


Shift are you still with us? We haven't heard from you for about 2 weeks.


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

Hey JZ, any chance you could toss a quick "A" "B" "C" etc on the buildings and draw in the fallen crane? Just wanna make sure I'm following along correctly. No rush, obviously. Thanks!


Sure ill do some annotation tonight


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

Thanks!

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 |

I'm confused as to which floor is which on the map. Or is this all the 1st floor?


Furthest left = Ground floor
Middle = First floor
Right = Second floor (you heard a cry for help from up here)

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 |

Ah, that explains it. To me, ground floor and 1st floor mean the same thing.


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

Heh. Yeah, we ran into the reverse of that in Europe. Fun to see the first-time traveling Americans try to figure out what elevator button to push for the 1st floor.


Ah ok lol I never actually knew there was a difference.

Since we're currently set in New York, I've been trying to write using America phrasing and it's actually turning out to be quite a fun exercise for me.


Been travelling with work all day and pretty wipes out. Update tomorrow!


Ok so it's coming up to a month since we heard from Shift so I think we can assume we have lost him. I don't think he has been posting in other games either.

So we can either deal with it as if he was never there, or if that is too weird then I can write him out by literally just saying this all just got too real for him and maybe playing heroes wasn't such fun after all, only to disappear into a dimensional rift not to return.


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

Or he could fall victim to the sniper. That would definitely preclude him from returning though.

And it would be harsh.


I kind of don't want to do that because..... reasons.....


I have PM'd him to let him know I have written Shift out. He hasn't posted in over a month on all his games so hopefully everything is ok with him in RL.

In any case, on with the game True Believers!


aka Midnight - F Alien Kineticist/Paladin 3; hp 40; AC 20, T 13, FF 17, BAC 16; F +10|R +9|W +6; Init +3, Perception +6 Darkvision 60 ft
skills:
Diplomacy +7, Fly +9, Knowledge (meta) +6, Perception +6, Sense Motive +4
Max. burn 7, Fame: 4

Hi, sorry for silence, record rainfall here in Dunedin so busy battening down hatches and ensuring we have provisions to last in case the flooding continues!

Agreed on writing Shift out, a month is a generous grace period imho!

Post up shortly!


Hey Midnight, just saw the extent of the flooding online. Hope you and yours are safe and escaped the worst of it :/


aka Midnight - F Alien Kineticist/Paladin 3; hp 40; AC 20, T 13, FF 17, BAC 16; F +10|R +9|W +6; Init +3, Perception +6 Darkvision 60 ft
skills:
Diplomacy +7, Fly +9, Knowledge (meta) +6, Perception +6, Sense Motive +4
Max. burn 7, Fame: 4

Hey JZ, yup we're all ok thanks, benefits of having a house 'on the hill' instead of out on the inland plains, reclaimed land or next to the coast! The rain was amazing though, literally 24+ hours of constant hard rain!


That's basically 340 days in Wales :/

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 |

Well, then, looks like I'm dead.


Don't worry Trystt. Im not having heroes die against mooks, thats not how it goes in comics/movies :) and is incredibly unrewarding for a superhero

While it may remove some of the jeopardy, i was going to do a 'knock out' instead of death where you will still need to be healed up but then will have some kind of penalty until you are able to significantly rest up

Trystt has a lot more to do in this Story yet!


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

Did you have damage from before? Aren't you just at -2, unconscious and bleeding out?


I thought that too Napalm, but I guess she didn't heal up enough to cover the crit and sneak damage :/

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 |

Cool, I would hate to retire this character.

I was only at 10, conserving resources, and counting on AC. That'll teach me.


Definitely no need to retire. We'll work something out.


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 really would be a shame this early on, Trystt is only just starting out. I think we talked about 'knocked out' in the play test it not being so epic to just die to goons.


So we need to come up with something as some sort of penalty when 'knocked out.'

Seems a few ways we could go:

-Negative levels. Just as if you had died and been raised form the dead we could impose negative levels except they would be temporary and return at a rate of 1 a day
-SIckened. Mechanically it does a lot of what negative levels do.
-Exhausted. -6 strength and dex may seem harsh on paper, but it's a reasonably easy condition to remove.

I suppose my question is what would you guys feel comfortable with that maintains a level of jeopardy (if there is no risk, where's the fun?) but also isn't crippling for the character?

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 |

Just to refresh for people:

Negative Levels: For each negative level a creature has, it takes a cumulative –1 penalty on all ability checks, attack rolls, combat maneuver checks, Combat Maneuver Defense, saving throws, and skill checks. In addition, the creature reduces its current and total hit points by 5 for each negative level it possesses. The creature is also treated as one level lower for the purpose of level-dependent variables (such as spellcasting) for each negative level possessed.

Sickened: The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.

Exhausted: An exhausted character moves at half speed, cannot run or charge, and takes a –6 penalty to Strength and Dexterity. After 1 hour of complete rest, an exhausted character becomes fatigued. A fatigued character becomes exhausted by doing something else that would normally cause fatigue.
---Fatigued: A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.

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