GM Rednal's Legendary Planet AP (Inactive)

Game Master Rednal

Unused
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Trebelbet
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Current Goal: Find the Opus Aeterna and learn how to repair Gates


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M Suli Aegis (Trailblazer) 5, Fighter (Unbreakable) 1/Medium (Spirit Dancer) 6/Mythic Trickster 1 | HP: 71/86, Stamina: 1/8 | AC: 19 / T: 12 / FF: 19 | Fort: +9, Ref: +4, Will: +6 | M. Touch: +9, R. Touch: +7 | CMB: +10, CMD: 21 | Init: +1/+3 favored, Perception: +9/+11 favored (LL) | Resist Fire 5, Electric 5, Acid 5, Cold 5, DR 3/-

Uhh looks like we're waiting on Phai?


M Suli Aegis (Trailblazer) 5, Fighter (Unbreakable) 1/Medium (Spirit Dancer) 6/Mythic Trickster 1 | HP: 71/86, Stamina: 1/8 | AC: 19 / T: 12 / FF: 19 | Fort: +9, Ref: +4, Will: +6 | M. Touch: +9, R. Touch: +7 | CMB: +10, CMD: 21 | Init: +1/+3 favored, Perception: +9/+11 favored (LL) | Resist Fire 5, Electric 5, Acid 5, Cold 5, DR 3/-

Yeah I know the guy can fly. I was just hoping someone else had an opinion on what spells to prepare—otherwise I'll just go with the weaker, longer-range disables.


If it helps, remember that Magical Beasts in general tend to have weak Will saves. o wo/


Pld6/Src6/Grd1 | HP:83/83 | AC: 25 / T: 13 / FF: 23 | Fort: +13, Ref: +10, Will: +10; +2 vs. mind-affecting, poison and effects causing exhaustion or fatigue | Immune: disease, fear | CMB: +9, CMD: 22 | Init: +2, Perc: +1
Daily Abilities:
  • MP 5/5
  • Cure Light Wand 33/50
  • Smite 1/2
  • LoH 8/8
  • Sorc Spells 1st: 3/8, 2nd: 6/6, 3rd: 3/4
  • Pld Spells: Hero's Defiance,Lesser Restoration, Grace
  • Status Effects:
  • Spell Storing Armor: Frigid Touch
  • Ant Haul (12 hours)
  • I don't really have anything else to do now I don't think other than hide by some rocks and wait to see if Shakes takes the bait.


    Male Elf Rogue 5/Sorcerer 1 - Witch 4 - Trickster 1 | HP: 46/50 | AC: 22 / T: 17 / FF: 16 | Fort: +4-1, Ref: +8, Will: +7; +2 Vs Enchantment | CMB: +4, CMD: 19 | Init: +4, Perception: +10 | Immune (Sleep) | Spell Points: 13/16

    I'm just buying the bow as an if-all-else-fails. Hopefully this will all happen up close and damagingly.


    Pld6/Src6/Grd1 | HP:83/83 | AC: 25 / T: 13 / FF: 23 | Fort: +13, Ref: +10, Will: +10; +2 vs. mind-affecting, poison and effects causing exhaustion or fatigue | Immune: disease, fear | CMB: +9, CMD: 22 | Init: +2, Perc: +1
    Daily Abilities:
  • MP 5/5
  • Cure Light Wand 33/50
  • Smite 1/2
  • LoH 8/8
  • Sorc Spells 1st: 3/8, 2nd: 6/6, 3rd: 3/4
  • Pld Spells: Hero's Defiance,Lesser Restoration, Grace
  • Status Effects:
  • Spell Storing Armor: Frigid Touch
  • Ant Haul (12 hours)
  • Hopefully we can ground him.


    Male Elf Rogue 5/Sorcerer 1 - Witch 4 - Trickster 1 | HP: 46/50 | AC: 22 / T: 17 / FF: 16 | Fort: +4-1, Ref: +8, Will: +7; +2 Vs Enchantment | CMB: +4, CMD: 19 | Init: +4, Perception: +10 | Immune (Sleep) | Spell Points: 13/16

    Yup. Snares, spells or brutal screaming assault. It should still be wounded, after all. No one's running around with Cure Wounds for that guy.


    Pld6/Src6/Grd1 | HP:83/83 | AC: 25 / T: 13 / FF: 23 | Fort: +13, Ref: +10, Will: +10; +2 vs. mind-affecting, poison and effects causing exhaustion or fatigue | Immune: disease, fear | CMB: +9, CMD: 22 | Init: +2, Perc: +1
    Daily Abilities:
  • MP 5/5
  • Cure Light Wand 33/50
  • Smite 1/2
  • LoH 8/8
  • Sorc Spells 1st: 3/8, 2nd: 6/6, 3rd: 3/4
  • Pld Spells: Hero's Defiance,Lesser Restoration, Grace
  • Status Effects:
  • Spell Storing Armor: Frigid Touch
  • Ant Haul (12 hours)
  • It's been less than 24 hours, so he should still be smited as well, if he shows up.


    HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

    Aye. Well, I do have Shadow-Trap. The question is if it's not more efficient to full-attack and try to do damage.

    I will prepare it once, and if he's in melee range, try to trap him. If he manages to move away from melee range, or we fail to get him into melee before he figure out what is going on, I will attack instead.

    That said, do we have something we still need to do? Rednal posted in Gameplay but I'm basically fine waiting to see if Shakes makes an appearance...except for swapping out one or two spells.

    I just think if we're all ready, we should probably give a go-ahead, so we don't end up waiting on each other.


    That would be wise, yes. o wo It sounded like you might have wanted to prepare something else to go with the trap, and I didn't want to rush you into a fight without giving you the chance to prepare as you wanted.


    HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

    Aye, that could be. And it's good of you to give us the time we need. I can only speak for myself, to say I'm good to go.(will look over spells tonight, but if I don't make it in time, I'll simply swap out a CLW for Shadow Trap.)

    If someone still has an idea on what else to try or prepare, they can speak up and we can work things out so we can proceed. Or we're all ready, in which case it's also good to know :)


    Pld6/Src6/Grd1 | HP:83/83 | AC: 25 / T: 13 / FF: 23 | Fort: +13, Ref: +10, Will: +10; +2 vs. mind-affecting, poison and effects causing exhaustion or fatigue | Immune: disease, fear | CMB: +9, CMD: 22 | Init: +2, Perc: +1
    Daily Abilities:
  • MP 5/5
  • Cure Light Wand 33/50
  • Smite 1/2
  • LoH 8/8
  • Sorc Spells 1st: 3/8, 2nd: 6/6, 3rd: 3/4
  • Pld Spells: Hero's Defiance,Lesser Restoration, Grace
  • Status Effects:
  • Spell Storing Armor: Frigid Touch
  • Ant Haul (12 hours)
  • I'm ready to go and have no further preparation. I thought we were setting the trap the evening of the same day that we fought him the first time.


    Male Elf Rogue 5/Sorcerer 1 - Witch 4 - Trickster 1 | HP: 46/50 | AC: 22 / T: 17 / FF: 16 | Fort: +4-1, Ref: +8, Will: +7; +2 Vs Enchantment | CMB: +4, CMD: 19 | Init: +4, Perception: +10 | Immune (Sleep) | Spell Points: 13/16

    Ready.


    M Suli Aegis (Trailblazer) 5, Fighter (Unbreakable) 1/Medium (Spirit Dancer) 6/Mythic Trickster 1 | HP: 71/86, Stamina: 1/8 | AC: 19 / T: 12 / FF: 19 | Fort: +9, Ref: +4, Will: +6 | M. Touch: +9, R. Touch: +7 | CMB: +10, CMD: 21 | Init: +1/+3 favored, Perception: +9/+11 favored (LL) | Resist Fire 5, Electric 5, Acid 5, Cold 5, DR 3/-

    Yeah I'm ready.


    Pld6/Src6/Grd1 | HP:83/83 | AC: 25 / T: 13 / FF: 23 | Fort: +13, Ref: +10, Will: +10; +2 vs. mind-affecting, poison and effects causing exhaustion or fatigue | Immune: disease, fear | CMB: +9, CMD: 22 | Init: +2, Perc: +1
    Daily Abilities:
  • MP 5/5
  • Cure Light Wand 33/50
  • Smite 1/2
  • LoH 8/8
  • Sorc Spells 1st: 3/8, 2nd: 6/6, 3rd: 3/4
  • Pld Spells: Hero's Defiance,Lesser Restoration, Grace
  • Status Effects:
  • Spell Storing Armor: Frigid Touch
  • Ant Haul (12 hours)
  • My tangleshot arrows have a range increment of 55 ft, so I figured it might be a good idea to blind him, then go for the ranged touch attack after that, and someone else might be able to tag him after I've blinded him. Plus flying blind can be pretty dangerous.


    Content update: They just released Book 5 (of 7) for this campaign. We're currently on Book 2. ^^


    M Suli Aegis (Trailblazer) 5, Fighter (Unbreakable) 1/Medium (Spirit Dancer) 6/Mythic Trickster 1 | HP: 71/86, Stamina: 1/8 | AC: 19 / T: 12 / FF: 19 | Fort: +9, Ref: +4, Will: +6 | M. Touch: +9, R. Touch: +7 | CMB: +10, CMD: 21 | Init: +1/+3 favored, Perception: +9/+11 favored (LL) | Resist Fire 5, Electric 5, Acid 5, Cold 5, DR 3/-

    Yes very good let's go punch some aliens


    Well, when you think about it, you're the aliens... but yes, that's on the schedule. XD


    Male Elf Rogue 5/Sorcerer 1 - Witch 4 - Trickster 1 | HP: 46/50 | AC: 22 / T: 17 / FF: 16 | Fort: +4-1, Ref: +8, Will: +7; +2 Vs Enchantment | CMB: +4, CMD: 19 | Init: +4, Perception: +10 | Immune (Sleep) | Spell Points: 13/16

    Aren't we all aliens, really? In the vastness of time and space, can we truly be said to be like one another, making each an alien to their fellow?

    So we can punch everyone.


    M Suli Aegis (Trailblazer) 5, Fighter (Unbreakable) 1/Medium (Spirit Dancer) 6/Mythic Trickster 1 | HP: 71/86, Stamina: 1/8 | AC: 19 / T: 12 / FF: 19 | Fort: +9, Ref: +4, Will: +6 | M. Touch: +9, R. Touch: +7 | CMB: +10, CMD: 21 | Init: +1/+3 favored, Perception: +9/+11 favored (LL) | Resist Fire 5, Electric 5, Acid 5, Cold 5, DR 3/-

    Listen. I came here to punch aliens and talk to ghosts, so I guess I could talk to ghosts instead.

    EDIT: +1 for munchkin


    Pld6/Src6/Grd1 | HP:83/83 | AC: 25 / T: 13 / FF: 23 | Fort: +13, Ref: +10, Will: +10; +2 vs. mind-affecting, poison and effects causing exhaustion or fatigue | Immune: disease, fear | CMB: +9, CMD: 22 | Init: +2, Perc: +1
    Daily Abilities:
  • MP 5/5
  • Cure Light Wand 33/50
  • Smite 1/2
  • LoH 8/8
  • Sorc Spells 1st: 3/8, 2nd: 6/6, 3rd: 3/4
  • Pld Spells: Hero's Defiance,Lesser Restoration, Grace
  • Status Effects:
  • Spell Storing Armor: Frigid Touch
  • Ant Haul (12 hours)
  • Automatic Bonus Progression: +2 Charisma
  • +13 Max HP
  • +1 to all saves
  • +1 BAB
  • Paladin: New Mercy (Fatigued), New 1st level spell: Grace
  • Sorcerer: New spells: Prestidigitation, Fireball
  • Skills: +1 Profession (teacher), +1 Craft (armor), +1 Diplomacy, +1 Spellcraft, +1 UMD, +1 Handle Animal

    Axis:

  • Skills: +1 Kn. Planes, +1 Kn. Geography


  • M Suli Aegis (Trailblazer) 5, Fighter (Unbreakable) 1/Medium (Spirit Dancer) 6/Mythic Trickster 1 | HP: 71/86, Stamina: 1/8 | AC: 19 / T: 12 / FF: 19 | Fort: +9, Ref: +4, Will: +6 | M. Touch: +9, R. Touch: +7 | CMB: +10, CMD: 21 | Init: +1/+3 favored, Perception: +9/+11 favored (LL) | Resist Fire 5, Electric 5, Acid 5, Cold 5, DR 3/-

    **What terrain are we in right now? Is it primarily desert, plains, or mountains? I can swap this out with 8 hours of prep, but want to choose the main terrain we've been moving through

    Them's some fast leveling! Still, always excited to hit a new level—6, 7, 8 and 9 each give me a ton of shiny new toys.

    ABP: Int +2
    (+2 power points, 6 skill ranks>Use Magic Device, new language>Abyssal)

    Medium abilities (6):
    Will save +1
    Ref save +1

    L1 spells known:
    +1 medium spell (Mindlink—communicate 10 minutes of information in a single round, regardless of language)
    +1 Hierophant spell (Cure Light)

    L2 spells known:
    +1 guardian spell (Paladin's Sacrifice)
    +1 Hierophant spell (Cure Moderate>Silence) (my very favoritest spell!)

    Spirit abilities, intermediate:
    -Arcane Surge: As Archmage, gain 1 influence to increase level/DC of spell by 1
    -Sudden Attack: As Champion, gain 1 attack/round at full BAB (functions as unchained flurry)
    -Absorb Blow: As Guardian, gain DR/- and resist energy equal to level/2
    -Energy Font: As Hierophant, channel 1+Cha/day and gain cure/inflict spells based on hierophant alignment
    -Inspiring Call: As Marshall, spend standard action to give all allies +spirit bonus on either saves or attack/damage rolls
    -Surprise Strike: As Trickster, gain a limited sneak attack (only against dex-denied) of 1d6/3 levels; all targets are flat-footed against first attack of day

    Aegis Abilities (5)
    BAB +1
    Stamina +1
    Trapfinding

    Astral Suit:
    +1 customization (remove 1x Speed, add Favored Terrain: Desert?)


    M Suli Aegis (Trailblazer) 5, Fighter (Unbreakable) 1/Medium (Spirit Dancer) 6/Mythic Trickster 1 | HP: 71/86, Stamina: 1/8 | AC: 19 / T: 12 / FF: 19 | Fort: +9, Ref: +4, Will: +6 | M. Touch: +9, R. Touch: +7 | CMB: +10, CMD: 21 | Init: +1/+3 favored, Perception: +9/+11 favored (LL) | Resist Fire 5, Electric 5, Acid 5, Cold 5, DR 3/-

    Skills:
    4 class:
    +3 geography
    +1 diplomacy

    2 int:
    +1 perception
    +1 sense motive

    1 bonus int:
    +1 UMD (to 6 ranks in "headband")

    1 favored:
    +1 survival

    2 campaign:
    +1 jewelry
    +1 trapper

    2 background:
    +2 geography
    (apparently I'm currently 2 languages short so uhh.... let's say sylvan and protean)


    M Suli Aegis (Trailblazer) 5, Fighter (Unbreakable) 1/Medium (Spirit Dancer) 6/Mythic Trickster 1 | HP: 71/86, Stamina: 1/8 | AC: 19 / T: 12 / FF: 19 | Fort: +9, Ref: +4, Will: +6 | M. Touch: +9, R. Touch: +7 | CMB: +10, CMD: 21 | Init: +1/+3 favored, Perception: +9/+11 favored (LL) | Resist Fire 5, Electric 5, Acid 5, Cold 5, DR 3/-

    Also just gonna point out that of my !70! special abilities, 2 have identical names but different functions (this will increase to 3 at level 7, and 4 at level 11)


    HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

    ABP: +2 Wisdom (+1 first-level, +1 fifth-level Bonus Spell Slot)
    +11 HP
    +1 All Saves
    +1 BaB
    +1 Trapfinding

    Slayer:
    +1d6 Sneak Attack
    Slayer Talent=>Ranger Combat Style=>Point Blank Master

    Shaman:
    Spirit Shield
    +1 2nd-level Spell Slot
    +1 3rd-level Spell Slot

    Skills:
    Campaign:
    +1 Craft(Painting)
    +1 Profession(Writer)

    Background:
    +1 Linguistics(open)
    +1 Handle Animal

    Regular(6 class + 2 int)
    +1 Perception
    +1 Heal
    +1 Survival
    +1 Sense Motive
    +1 Disable Device
    +1 Stealth
    +2 Fly

    Also, amusingly enough, the one time it would have made a difference, I forgot to add the +2 on the Survival check versus Shakes(I had studied him before, and nothing else between the 2 encounters.) Oh well, went fine enough as it did-


    Ongoing effects:
    Clinically insane. Mind twisted and bent, not broken(at least not literally), x/y Mythic Power
    Sorcerer(Dreamspun)20 /Oracle(Dark Tapestry)20 / Archmage/Hierophant 10 | Deity of Shinyness and Stuff
    Child-of-Planes wrote:
    Also just gonna point out that of my !70! special abilities, 2 have identical names but different functions (this will increase to 3 at level 7, and 4 at level 11)

    "We had two classes, 75 or more special abilities, 6 levels of high-powered flexible gestalt, a extended health bar full of hp, a whole galaxy of multi-colored weapons, armors, items, gimmicks... Also, a quart of divine magic, a quart of arcane magic, an ability to craft things, a measure of raw mythic power, and two dozen skills. Not that we needed all that for the trip, but once you get locked into a serious feature collection, the tendency is to push it as far as you can. The only thing that really worried me was the mythic levels. There is nothing in the world more powerful and irresponsible and depraved than a man in the depths of an mythic power binge, and I knew we'd get into that rotten stuff again pretty soon."

    Phai Kareen, Fun and Laughing in Lost Gates, a Journal of an Interplanetary Adventure, an entry from the chapter "The Search for the Opus Aeterna".


    The current world has a lot of desert-y regions, although inhabited areas have more greenery and grasslands.

    Anyway, you three look fine. ^^


    Pld6/Src6/Grd1 | HP:83/83 | AC: 25 / T: 13 / FF: 23 | Fort: +13, Ref: +10, Will: +10; +2 vs. mind-affecting, poison and effects causing exhaustion or fatigue | Immune: disease, fear | CMB: +9, CMD: 22 | Init: +2, Perc: +1
    Daily Abilities:
  • MP 5/5
  • Cure Light Wand 33/50
  • Smite 1/2
  • LoH 8/8
  • Sorc Spells 1st: 3/8, 2nd: 6/6, 3rd: 3/4
  • Pld Spells: Hero's Defiance,Lesser Restoration, Grace
  • Status Effects:
  • Spell Storing Armor: Frigid Touch
  • Ant Haul (12 hours)
  • I just remembered that sorcerers can swap out old spells at even levels, so I'm probably going to swap out burning hands for something else since I have fireball now. I'll take a look when I get home tonight, and update my stat block then as well.


    HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

    Instead of 2 points to fly, I added 1 to fly and 1 to ride. Since we get to enjoy camels as a means of travel, may as well get aquainted with that.


    On general principles, I encourage at least minimal investment in skills that help you get around in various environments. ^^


    M Suli Aegis (Trailblazer) 5, Fighter (Unbreakable) 1/Medium (Spirit Dancer) 6/Mythic Trickster 1 | HP: 71/86, Stamina: 1/8 | AC: 19 / T: 12 / FF: 19 | Fort: +9, Ref: +4, Will: +6 | M. Touch: +9, R. Touch: +7 | CMB: +10, CMD: 21 | Init: +1/+3 favored, Perception: +9/+11 favored (LL) | Resist Fire 5, Electric 5, Acid 5, Cold 5, DR 3/-

    @Rednal: Is Desert the terrain we're in right now, or mountains, or plains?


    HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

    Aye, I thought I already HAD a point in ride, and missed that during level-up...when I updated she sheet, I realized my mistake. I don't mean to excel at the skill, but that one rank is a 6-point difference(2 meticulous, 3 class, 1 rank) so...yeah, I do hope I don't fall off the camel while we ride :)


    You're currently in a desert (more wastelands than sand) area. Even the verdant regions are pretty wasted, all things considered.

    Fair warning: This game does involve visiting many different climates, and you won't always return to one after leaving it. ...Probably. You may want to keep an eye out for opportunities to retrain your favored terrain(s) once you've left an area and figured out what your next destination is like.


    M Suli Aegis (Trailblazer) 5, Fighter (Unbreakable) 1/Medium (Spirit Dancer) 6/Mythic Trickster 1 | HP: 71/86, Stamina: 1/8 | AC: 19 / T: 12 / FF: 19 | Fort: +9, Ref: +4, Will: +6 | M. Touch: +9, R. Touch: +7 | CMB: +10, CMD: 21 | Init: +1/+3 favored, Perception: +9/+11 favored (LL) | Resist Fire 5, Electric 5, Acid 5, Cold 5, DR 3/-

    Err... Horizon Walker will give me 2-3 favored terrains, depending on how far I take it—planning probably on Urban, Dungeon, and maybe one other (depending on where Jagladine/Klaven come from). The Favored Terrain I get from Trailblazer, though, can be changed with 8 hours of work. (And that's the one I'll adjust to each planet's climate)

    It's not a huge boon, but it lets me shore up my terrible initiative score and mediocre perception—plus, it's yet another way in which Child realigns to his environment.


    Male Elf Rogue 5/Sorcerer 1 - Witch 4 - Trickster 1 | HP: 46/50 | AC: 22 / T: 17 / FF: 16 | Fort: +4-1, Ref: +8, Will: +7; +2 Vs Enchantment | CMB: +4, CMD: 19 | Init: +4, Perception: +10 | Immune (Sleep) | Spell Points: 13/16

    Whoo, updates! I shall do those, later on, tonight I hope. Been fun-fairing all day, so I'm a touch tired.


    Pld6/Src6/Grd1 | HP:83/83 | AC: 25 / T: 13 / FF: 23 | Fort: +13, Ref: +10, Will: +10; +2 vs. mind-affecting, poison and effects causing exhaustion or fatigue | Immune: disease, fear | CMB: +9, CMD: 22 | Init: +2, Perc: +1
    Daily Abilities:
  • MP 5/5
  • Cure Light Wand 33/50
  • Smite 1/2
  • LoH 8/8
  • Sorc Spells 1st: 3/8, 2nd: 6/6, 3rd: 3/4
  • Pld Spells: Hero's Defiance,Lesser Restoration, Grace
  • Status Effects:
  • Spell Storing Armor: Frigid Touch
  • Ant Haul (12 hours)
  • Ok, all up to date, and I swapped out burning hands for ant haul. Should help make carrying my anvil easier until I can use mythic power to cast shrink item, in addition to just carrying stuff in general.


    HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

    @GM, just so I got it mentioned somewhere for reference: My 'regular' prepared spells(if not changed for some different occasion) will include Pass without Trace and Wild Instinct.
    I will be casting Wild Instinct at night, prior to regaining my spells, so that those parts of the night I rest, before my shift, are covered by it.
    I will be casting Pass without Trace alternatingly when we depart from camp, or 'level'-1 hours before we make camp.(So one day in the morning, next in the afternoon, then morning again etc.)


    Note them in your posts - OOC text at the bottom works well - or there is about a 95% chance I will forget about them. o wo/


    HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

    If I am aware I will point them out, but sometimes, there won't be a chance...e.g. if we are travelling the day, someday during the day I would cast pass without trace, but we may already have advanced to our destination.
    Or we're doing evening stuff, then skip ahead to next scene since no one had plans any more.

    So yeah, I'll help out, but if I did not get a chance to post, I want to be able to reference this post and re-roll my perception check against the assassins who attacked us while we slept without any fishyness, know what I mean?

    I suppose the Pass-without Trace is more for my freedom of mind than anything else...if something in the plot decides to track us, it will find a way regardless, if not, then it's not necessary. But it FEELS right to try and cover our tracks if we know others are after the Opus Aeterna, too.


    M Suli Aegis (Trailblazer) 5, Fighter (Unbreakable) 1/Medium (Spirit Dancer) 6/Mythic Trickster 1 | HP: 71/86, Stamina: 1/8 | AC: 19 / T: 12 / FF: 19 | Fort: +9, Ref: +4, Will: +6 | M. Touch: +9, R. Touch: +7 | CMB: +10, CMD: 21 | Init: +1/+3 favored, Perception: +9/+11 favored (LL) | Resist Fire 5, Electric 5, Acid 5, Cold 5, DR 3/-

    Hmm. Well uh... Child can't be tracked in favored terrain + flying, so with pass without trace, so uh, if you need someone who's triple-untrackable for no actual reason.

    PwoT might be less important in an AP, but it's generally really nice when people think of it.

    That said, uh... Keep Watch will be amazing in a few more levels, and with Wild Instinct, we'd wind up better at perception overnight than during the day.


    HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

    @Flying: You still leave scent, don't you?
    @Favored Terrain: But that's ONLY in the favored terrain. If we pass through multiple or switch during the day, you become trackable again.
    @General: It's easy for ONE member to be pretty untrackable. But you know, thats not relevant. If even one member is NOT untrackable, then the group as a whole is trackable. But considering your abilities, matter of fact, I did not intend to waste it on you. I'd prefer a camel :)

    @Keep Watch: yep, awesome, but not on my spell list. Wild Instinct paired with my perception should almost guarantee I'll wake if there's noticeable trouble, best I can contribute for now to make nights safer.


    M Suli Aegis (Trailblazer) 5, Fighter (Unbreakable) 1/Medium (Spirit Dancer) 6/Mythic Trickster 1 | HP: 71/86, Stamina: 1/8 | AC: 19 / T: 12 / FF: 19 | Fort: +9, Ref: +4, Will: +6 | M. Touch: +9, R. Touch: +7 | CMB: +10, CMD: 21 | Init: +1/+3 favored, Perception: +9/+11 favored (LL) | Resist Fire 5, Electric 5, Acid 5, Cold 5, DR 3/-

    Sure. Keep Watch is just on everyone else's spell list, so by the time it's economical it should be easy.


    M Suli Aegis (Trailblazer) 5, Fighter (Unbreakable) 1/Medium (Spirit Dancer) 6/Mythic Trickster 1 | HP: 71/86, Stamina: 1/8 | AC: 19 / T: 12 / FF: 19 | Fort: +9, Ref: +4, Will: +6 | M. Touch: +9, R. Touch: +7 | CMB: +10, CMD: 21 | Init: +1/+3 favored, Perception: +9/+11 favored (LL) | Resist Fire 5, Electric 5, Acid 5, Cold 5, DR 3/-

    Looks like party decision is to leave tomorrow. Sorry if I accidentally caused controversy. o.o


    HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

    No controversy in my book - you were good to go and voiced that, we preferred to wait for the morning- no problem there.

    @Rednal: We depart in the morning. Everybody posted their choice.


    HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

    2-day family trip coming up, returning sunday evening. Expecting not to have internet there. No need to wait up for me in either game unless there's init. ;)


    Male Elf Rogue 5/Sorcerer 1 - Witch 4 - Trickster 1 | HP: 46/50 | AC: 22 / T: 17 / FF: 16 | Fort: +4-1, Ref: +8, Will: +7; +2 Vs Enchantment | CMB: +4, CMD: 19 | Init: +4, Perception: +10 | Immune (Sleep) | Spell Points: 13/16

    ABP: +2 Intelligence
    +10 HP
    +1 All Saves
    +1 BaB
    +1 Trapfinding

    Unchained Rogue:
    Rogue Talent - Prescient Dodger - Gain an AC bonus equal to Intelligence, increasing by +1 for every 4 levels.

    Witch
    Bonus Sphere - Illusionary Touch

    Magic: Illusionary Sound

    Skills: Diplomacy +1, Bluff +1, Disable Device +1, Sense Motive +3, Stealth +1, Perception +1, Acrobatics +1, Knowledge (Arcana) +1, Knowledge (Religion) +1, Knoweldge (Local) +1, Sleight of Hand +1, Swim +!, Climb +1.

    Background: Profession (Gambler) +2


    Uh... what's that Prescient Dodger from, exactly? I don't think that's on the list of normal Unchained Rogue talents.


    M Suli Aegis (Trailblazer) 5, Fighter (Unbreakable) 1/Medium (Spirit Dancer) 6/Mythic Trickster 1 | HP: 71/86, Stamina: 1/8 | AC: 19 / T: 12 / FF: 19 | Fort: +9, Ref: +4, Will: +6 | M. Touch: +9, R. Touch: +7 | CMB: +10, CMD: 21 | Init: +1/+3 favored, Perception: +9/+11 favored (LL) | Resist Fire 5, Electric 5, Acid 5, Cold 5, DR 3/-

    Prescient Dodger is from SoP, and it applies only when unarmored.


    You do have actual armor, Isen... which ABP could improve. You sure you wanna swap out for going totally unarmored and lose the opportunity to have enchanted armor effects and such?


    Pld6/Src6/Grd1 | HP:83/83 | AC: 25 / T: 13 / FF: 23 | Fort: +13, Ref: +10, Will: +10; +2 vs. mind-affecting, poison and effects causing exhaustion or fatigue | Immune: disease, fear | CMB: +9, CMD: 22 | Init: +2, Perc: +1
    Daily Abilities:
  • MP 5/5
  • Cure Light Wand 33/50
  • Smite 1/2
  • LoH 8/8
  • Sorc Spells 1st: 3/8, 2nd: 6/6, 3rd: 3/4
  • Pld Spells: Hero's Defiance,Lesser Restoration, Grace
  • Status Effects:
  • Spell Storing Armor: Frigid Touch
  • Ant Haul (12 hours)
  • The wyrd we met wandered off after we went through our first gate right? What ever happened to BR-N3R? Also, if I remember correctly, I think I still have the clockwork and a memory crystal in my pack that we never got around to investigating...

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