Fantastic Beasts and Where To Kill Them (Inactive)

Game Master Storm Dragon


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Storm Dragon wrote:
I just want to point out that you have already fought one giant flying monster today.

After flying miles without seeing anything else. Besides, resting for hours in the wilderness... Blind... And next to a fresh kill doesn't sound like a better way to avoid monsters.


Male Goblin Vivisectionist Trap Breaker 10

Nyr is Huge(-4) with Poor flight(-4) and at a Heavy Load(-6).


Malagar Dragonsworn wrote:
If we all pick a weapon to get enhanced that leaves some for light grenades. Could be handy.

We could also each take a weapon of solar energy and one of... "radiation energy".

Having a bigass solar-powered gauntlet would be cool!


Male Goblin Vivisectionist Trap Breaker 10

Having a bonus vs undead or one against everything living seems to be a no brainer.

Also a consumable will have a biggerer effect than an ongoing weapon enchantment unless all we fight from now on is zombie kaiju.


The bonus against undead is a bit larger than the one against all living (d4 vs d8, Fort save or be irradiated for former, Fort or be destroyed for latter that are weak to sun).


Male Ratfolk Alchemist (Gun Chemist) / Gunslinger (Siege Gunner) 8 | [dex mutagen] HP 68/68, AC 26 [+4], FF 20, T 19[+2] | Fort +10, Ref +14[+2], Will +9[-1] | Initiative +6[+2] | Perception +19[-1]

I think I'll do radioactive on my pepperbox (since that's the one I use most often) and solar on my blunderbuss (because the fact that it's an option makes me paranoid that we'll get ambushed by a swarm of vampires some day).

Any objections to me taking two of the eight uses?


Male Human Paragon 8 - 92/92 hp; AC 26 [30] (tch 24; ff 19 [23]); CMD 42 (44 vs Grapple); Fort +13; Ref + 16; Will +13; Init +13; Perception +24; Sense Motive +20; low-light vision; darkvision (60 ft)

There are four of us, so that's two for each of us... And everyone decides what to do with their share.


Armor Enhancement for Stellar Core (both are +2 Enhancement equivalents):

Light: +4 bonus on saves against light based attacks (including certain Pattern spells, like Color Spray), immunity to the Dazzled condition (effectively removing Light blindness from a character with it), and if you spend an hour soaking in bright, natural sunlight, you gain Fast Healing 2 for as long as you stay in the light and for 1 hour afterward.

Radiation: Treat Radiation effects as one step weaker, gain a +4 bonus on saves against Poison effects (including Radiation), and you are always aware when you enter an area with dangerous radiation and the level thereof. The armor passively absorbs background radiation. Once per day as a Move action, you can unleash a 15 ft. radius burst of Medium radiation. If you do not use this ability for a week, it scales to High radiation.

Consumables:

Light or Radiation grenades; effectiveness depends on how much money you spend on them. Cheap ones would be 3d6 nonlethal sun damage (1.5x effective and lethal vs undead), or a 15 ft. burst of Low Radiation. Highly expensive ones could cap out at 20d6 sun damage (doubly effective vs undead, instantly destroys undead destroyed by sunlight) or a 30 ft, lingering burst of Severe Radiation. There are gradients in between, of course.

There's also potential for a rechargeable glow stick item or something similar which emits bright light and overcomes magical darkness.


Male Goblin Vivisectionist Trap Breaker 10

Can Nyr get that Light Armor Enhancement instead of radiation claws?


As long as she is wearing armor or the equivalent (Bracers of Armor, for example) then yes.


Male Human Paragon 8 - 92/92 hp; AC 26 [30] (tch 24; ff 19 [23]); CMD 42 (44 vs Grapple); Fort +13; Ref + 16; Will +13; Init +13; Perception +24; Sense Motive +20; low-light vision; darkvision (60 ft)

Hmmm... Could I use the solar thing as item that gives a bonus against death effects? Say, something like a +2 to saves against death effects and "energy resistance" 10 against negative energy?

It'd be cool! Specially if it were particularly effective against vampires! ^^


Male Goblin Vivisectionist Trap Breaker 10

Damn. Everyone should get that Fast Healing. It'll make my collective even more awesome.


That seems more like something a Positive or Negative Energy infused item would do.

Maybe if you'd captured the Karmic Finaglers...


Male Human Paragon 8 - 92/92 hp; AC 26 [30] (tch 24; ff 19 [23]); CMD 42 (44 vs Grapple); Fort +13; Ref + 16; Will +13; Init +13; Perception +24; Sense Motive +20; low-light vision; darkvision (60 ft)

I mean... It has some serious effect against undead, so I thought it could be used to protect against them as well.


Male Human Paragon 8 - 92/92 hp; AC 26 [30] (tch 24; ff 19 [23]); CMD 42 (44 vs Grapple); Fort +13; Ref + 16; Will +13; Init +13; Perception +24; Sense Motive +20; low-light vision; darkvision (60 ft)

Well... I decided for the money reward for simplicity's sake... How much is it again?


6k gp; a bit less value in liquid funds than what you'd get from the enchantments.


Male Half-Giant 76/76 HP AC 23 (tch 16; ff 19); CMD 29(Count as Large); Fort +11, Ref +12, Will +14;Darkvision, Lowlight x2; Perception +19; Sense Motive +12; Init +4

Take the fast healing you dummy. It means if anyone gets hurt, that fast healing can be instantly applied to whoever needs it through my collective.


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Male Ratfolk Alchemist (Gun Chemist) / Gunslinger (Siege Gunner) 8 | [dex mutagen] HP 68/68, AC 26 [+4], FF 20, T 19[+2] | Fort +10, Ref +14[+2], Will +9[-1] | Initiative +6[+2] | Perception +19[-1]

Praise the sun! \[T]/


Male Human Paragon 8 - 92/92 hp; AC 26 [30] (tch 24; ff 19 [23]); CMD 42 (44 vs Grapple); Fort +13; Ref + 16; Will +13; Init +13; Perception +24; Sense Motive +20; low-light vision; darkvision (60 ft)

Is it 6000 per piece or 6000 for both of them?


6k total for each person that foregoes the free enhancements. 3k if you take one enhancement and leave the other.

The enhancements would cost 8k total at a minimum, but labor is "cheaper" than buying the materials from you outright.


Male Human Paragon 8 - 92/92 hp; AC 26 [30] (tch 24; ff 19 [23]); CMD 42 (44 vs Grapple); Fort +13; Ref + 16; Will +13; Init +13; Perception +24; Sense Motive +20; low-light vision; darkvision (60 ft)

3k each?! Meh...

Fine... I'll take the FH one... I'll save the other one for something else. Or maybe just sell them later.


Male Human Paragon 8 - 92/92 hp; AC 26 [30] (tch 24; ff 19 [23]); CMD 42 (44 vs Grapple); Fort +13; Ref + 16; Will +13; Init +13; Perception +24; Sense Motive +20; low-light vision; darkvision (60 ft)

What were the available hunts again?

EDIT: Nevermind. Found the post (I could swear it was in the discussion thread). I think spincadas are the best choice... The other option is a swarm. (No one likes swarms, Rynjen... Shame on you!)

Do we know the size of spincadas? Am I correct in assuming they are giant insects, rather than a swarm (ugh!) of tiny razor-winged bugs?


They are Small sized as I recall, and hunt in packs.

I also have a few others I came up with last night after Cube requested a big buff creature to fight.

Shieldogon: Named for the giant crested shield on its head, which can be used to block attacks. It's a very large lizard.

Glass Mammoth: A giant, translucent mammoth with psionic abilities.

Negadoros: A large deer that manipulates electricity.


Male Human Paragon 8 - 92/92 hp; AC 26 [30] (tch 24; ff 19 [23]); CMD 42 (44 vs Grapple); Fort +13; Ref + 16; Will +13; Init +13; Perception +24; Sense Motive +20; low-light vision; darkvision (60 ft)

The mammoth sounds cool.


Female Dhampir Hp 64/64, AC 30, FF 24, Touch 18; CMD 26; Fort 15, Ref 14, Will 20; Darkvision, Low light vision; Perc +7, SM +10, Init +4; Spell stored (Vampire Touch)

I vote for the shieldogon.


Male Half-Giant 76/76 HP AC 23 (tch 16; ff 19); CMD 29(Count as Large); Fort +11, Ref +12, Will +14;Darkvision, Lowlight x2; Perception +19; Sense Motive +12; Init +4

My vote is also for the psychic tandem war elephant.

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