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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No worries.


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

I like how Johnson did it...
because it was too tiresome to work with Pi, he just rounded it to 3, then built stuff anyway. Of course, that probably only works on the Discworld, but hey, we have magic.

@Vincent: That the explanation they give in Stargate? I don't think there should be ANY stress on the support structure, which should be more a projection unit than a limiter in my book...


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 think they ever discussed why the stargate is built the way it is in Stargate, that was just me messing around. I think they did build a hacked up version of one in a basement once that didn't work very well, but it was mostly round too.

    Depending on how the mechanics actually work, you may be literally bending space-time, which probably would cause some amount of stress on the devices doing the bending. However, since this is a fantasy adventure, it's possible that in this case the device is acting as some kind of lens or projector to create a magical teleportation field, in which case the work is done by whatever source of magic is used, and it only acts to transport things that enter the field. Personally, I like bending the very fabric of the universe better. =P


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

    Hehe, understood. But for a proper bending, should it not be a 3-Dimensional construction? Like a hemisphere or something? ^_^
    Sorry, just messing around.
    Still, I can't help but wonder how a superstitious Barbarian would cope with this. Especially if the mischieveous rogue tells him that the device would sap his soul from the body, destroying his very existance into the tiny particles he's made up from, then reforming a copy of him in some other place that will actually THINK it is him, while the real him, without a soul, has ended and will not go to an afterlife... ^_^


    Incidentally, your GM knows the answer to this particular mechanical question - and who knows? Maybe you'll find out someday. XD

    @Phai: It would probably be funny. o wo


    fluid fey-touched Dreamlord
    GM Rednal wrote:
    As the harmless flames flickered around your bodies once more, the Wyrd mostly expressed confusion at the queries - it didn't seem to understand the questions. Another image of an arrow appeared on its body, pointing to the central shaft, then the image of a woman being grabbed by a large thing repeated.

    Once more, I'd have to ask OOC..

    I did ask before to verify if the information provided in the AP had discrepancies...namely that the unidentifiable dead body at the bottom floor had worn blue clothing, when Andretta, when we found her, was all but nude and got dressed in white(if I remember correctly) rags.

    While everything does seem to point to her demise, in-character, we found that to be impossible, unless the insect changed her clothes before tearing her to pieces.
    I am only asking again because I don't want to pressure for a pointless search for a red herring, because otherwise, I'd just ignore the Wyrds hints, assuming he does not understand me correctly, and look through all the areas again. It's not like the Dog People could vanish into thin air, either, which adds to the mystery.
    I still have bite wounds from them, I can't have imagined them. Same with Andretta who helped me learn a language.

    As said, I'm all fine with stuff being confusing or unclear, it adds to the flavor, but in this case, I'm simply unsure if I'm right to keep on track, since you seem to repeatedly hint at something contradicting earlier information we found.
    Again, I'm perfectly happy to keep going, but if we misunderstood something and you want to get us back on track, there's a chance to clarify things and show us where we messed up-


    The body down there was indeed dressed in blue. Andretta was not dressed in blue. You not knowing all of what happened is quite intentional, since I'm deliberately trying to play up the unknown nature of this place.

    ...

    It doesn't really help that the Wyrd can't talk, though. XD That said, on-track is escaping the facility, and answers will be forthcoming if you do so...


    fluid fey-touched Dreamlord

    Right, thanks a lot. Sorry again for asking again, but in another AP I got struck down by divine lightning for not taking a hint and staying in-character.
    While I don't expect such practise from you, I know from my own GMing that it can be quite frustrating if players continually ignore stuff, and the nature of pbp could work to amplify this problem.
    As such, I wanted to make sure we're not doing that kind of thing. Thanks for the reassurance.


    Well, hopefully you'll want to stay in-character, since Pathfinder's a roleplaying game. XD I generally don't go out of my way to kill PCs, though. If the dice roll poorly, they roll poorly, but I'm not actively malicious.

    Divine retribution in my own games tends to be more... subtle. Usually starting on the level of small mishaps (typically when your deity is displeased because you were flagrantly going against their precepts while still trying do something like benefit from their help) and only escalating if it makes in-game sense to do so.

    Uuuuunless you worship Yidhra. She might, like, randomly appear and throw a pie in your face or something, even if she's happy with you. But she's weird that way. XD


    GM Rednal wrote:
    Uuuuunless you worship Yidhra. She might, like, randomly appear and throw a pie in your face or something, even if she's happy with you. But she's weird that way. XD

    I was soooo looking forward to THAT kind of divine attention. Blueberry Pie?

    @hopefully stay in character...yeah, tell that to my dwarf. He and 2 other players got killed, then kicked because they did that - I chalked it down as a learning experience(in terms of who I want to play with). *shrug*


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

    The wyrd can power the environmental shield without being (lethally) drained...could he do that again while we use the main generator to jumpstart the portal, then quit once the portal sustains itself? Meaning we would have an open portal and atmosphere, and no necessity for a “full drain“ that could be fatal to the wyrd?

    Asking in discussion since the idea would more likely be brought up by ooran if it is possible at all-(he still is very smart...just not wise ;) )


    There is no way to direct the Wyrd's energy solely to the shield while other power goes to the gate. The facility's power system... doesn't work that simply. XD; Think of it as being more like a power strip that feeds everything all at once - except you don't really know how to unplug and swap stuff.

    (I like creative attempts at solutions, by the way. It's just that, uh, this specific place has limits, and a key point is that the technology and how to do many things are unknown to you. It was repairable because it was designed to be repairable even by the none-too-intelligent guards, but making any complex changes or adjustments is beyond your abilities. That's basically advanced engineering degree work, being attempted by first-day shop class students.)


    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 maybe that "power drain cell" the wyrd showed us and we utilized before was configured in a way to only supplement the atmospheric shield...-rather than power the whole facility.
    In that case it could have worked to drain the generators energy into the gate and have the shield lack power(which would make it collapse) as normal, then feed power specifically into the shield to prevent that.
    *shrug*

    Well, with the limitations of the place, I don't really have any more smart ideas. Guess we collect everybody in the gateroom, throw the switch and go through holding our breath, hoping for the best.

    Or does anybody have any other idea to try?


    cryptic 3 // warder 3 // guardian 1 | HP: 47/47 | AC: 19 / T: 15 / FF: 17 | Fort: +5, Ref: +6, Will: +7(+0) | M. Atk: +5, R. Touch: +5 | CMB: +5, CMD: 20 | Init: +2, Perception: +9(+2)

    Nope, sounds like our best plan.


    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)
  • Sounds good to me. I figure I'll go first through the gate, so if anyone gets stabbed it's the guy with a body made partly of metal, with armor covering most of the rest.


    HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none
    Vincent Riker wrote:
    Sounds good to me. I figure I'll go first through the gate, so if anyone gets stabbed it's the guy with a body made partly of metal, with armor covering most of the rest.

    On the other hand, breathing is a lot more optional for you than for us others...in case something goes wrong on THIS side...we could always send the doggies through first...

    Do they, per chance, wear red shirts over their fur?


    They do not. XD


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

    Do I consider it save to turn off the Wyrd-Sucking field? I think we got some basic explanation from Brenner, too..as I understood it, once the portal is online, it will sustain itself, so I should be able to free the Wyrd, or did I misunderstand that?

    Cannot post anyway until I get a shout-out, since I stayed in the upper right room...unless Ooran or Vincent inform me that something's happening, I won't know...


    Yes, you can try turning it off now.


    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)
  • If Ooran doesn't, I'll be sure to be shouting my head off that the portal is active and enemies are coming through. Waiting on Ooran for the first move, since he was the one on the ball, and I only just arrived as the guys came through.


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

    Thanks, much appreciated ;) Though it will likely be to your benefit, too.
    While I will spend my round preventing the Wyrd from being completely drained(hopefully), I would probably shout something back in Ultari.

    Our pack of dogs may just decide to roll initiative if we're lucky...


    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'd kinda rather they stay out of it, lest they go all crazy fire woman and shank a cleric.


    Hey! Clericshanking is nothing to joke about!

    I understand, but you do know we EXPECTED the crazy fire woman to stay out of things, right? See where THAT got us...honestly, I was just thinking that they are a resource, too..we ALL want to get out of here - if only we do the heavy lifting and they tag along, I'm kind of afraid they're more likely to go "crazy fire woman" and turn on us than if they are bloodied as well, fighting on the same side as us- or thats how my train of thought went- I'm totally open for discussion, though. Well, Phai is.


    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 realized that this scene is the cover art for the book >.>


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

    Uhm, what did I miss? Ooran was at 11/xx, with AC 20, the critical threat was a nat 20, and the confirmation roll came only to a total of 18...so it should not have confirmed, right? Which would have left him standing with 1 HP rather than send him dying?

    I'm fine either way, but it's relevant because I think if he's prone and out cold, he will not provide soft cover and I can continue firing, while otherwise I'd have to reposition myself off to the side of the enemies to keep firing-


    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)
  • Spell failure... my worst enemy. So much for Burning Handsing all of the bad guys at once. D:


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

    Hehe, one reason I avoid ASF like the plague...it's one case where the dice will inevitably turn against me in the worst possible moments...

    Well, we can hope that Ooran is actually still standing, at least.


    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)
  • Assuming we don't find any unique armor in the game before hand, I'm hoping to craft a mithral shield and some mithral armor. If I go with full plate, I'll eventually reach 5% spell failure using Arcane Armor Master, and I can bump it up with stamina points if it really really matters.

    That's the plan anyways, we'll see how it actually pans out. =P


    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 understood that :) But I'd have avoided the 20% now, and probably even the 5% later. I'm paranoid about Spell Failure like that... ^_^
    but mechanically, it's a very sound plan...i didn't claim my reasoning was rational ;)


    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 normally in the same boat as you, but since I'm covering the "up front melee" role as well as the arcane role in this game, I decided the AC was more important for now.


    cryptic 3 // warder 3 // guardian 1 | HP: 47/47 | AC: 19 / T: 15 / FF: 17 | Fort: +5, Ref: +6, Will: +7(+0) | M. Atk: +5, R. Touch: +5 | CMB: +5, CMD: 20 | Init: +2, Perception: +9(+2)

    Ugh, sorry guys, everyone in the house has had the flu since Thursday (including the three toddlers). Will get a post up ASAP.

    I'm, yeah, somehow I missed that the crit didn't confirm. So, Ooran is still up and at 1hp.


    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)
  • *Pokes GM*

    Time for us to be brutally slaughtered =P

    Also, sorry to hear that Ooran. The sick house is never fun.


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

    Lets try not to get slaughtered(again) :)

    If you do have to get dropped, try to remain near 0 or stabilize :P
    That way, I could retreat to the doggies and then use heal to get you back up.

    Also, I get that the Wyrd is a bit out-of-breath after the Con-Drain, but Burner could start torching things if he doesn't want to end up on the scrap heap :)


    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 decided to do some math after my fiance's comments that the online dice roller hates us.

    Some of my unmodified dice rolls thus far:
    Average attack roll: 10.32
    Average damage roll: 4.58
    Average spell failure: 39.54
    Average skill check: 12.54

    The average attack and damage rolls look surprisingly average, so I guess confirmation bias is hard at work. Since it frequently feels like I only roll well on damage when I miss, I checked the average damage roll for any attack that rolled 10 or better... and got 3.65. Looks like I'm not going crazy!

    The more important thing of course, is that we're managing to scrape by in a most spectacular fashion. What's beyond the portal? Is there another squad of lizardmen just waiting for us to come through? Will we live long enough to find out?!? Exciting times :D


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

    To add to the speculative questions: Will we manage to level up again before we have our first rest?
    We're getting by on potions, currently, and I never played a character that got 2 level-ups(3, technically, here) without ever resting inbetween ^_^
    I mean, on the one hand, I hope we get to recover soon...we're in sorry shape, but on the other hand...bragging rights!
    If we're not inmediately attacked on the other side of the portal, we may want to find a safe place and spend 4 hours there so I can patch both of you up, before we continue.


    You'll just have to keep playing and find out. XD I don't want to spoil any surprises.


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

    "Drink a potion first Ooran."
    ...

    I think what you just drank was the last potion that we gave to Axis for safekeeping...or did we have extras somewhere?


    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)
  • Ooran's character sheet still has 3 potions listed on it, I had one from earlier in my bag, separate from the one Axis has. He's the emergency medic if we all get KOed D:


    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)
  • D:

    I guess I know what I'm doing when I get home tonight. Did not expect mythic stuff so soon.

    Initial thoughts and questions:

    1. I never thought these path abilities would be useful, but for this character Archmage with Mage Strike, eventually picking up Flexible Counterspell, Spellbane Counterstrike and Component Freedom (to drop Somatic Components and gain freedom from spell failure!) sounds like it might work really well. Really ties the martial and magical sides of the character together. I know Tier 3 is a ways away, but if I went this route, will I be able to retrain out of Arcane Armor Training/Master once I'm no longer stuck with spell failure?

    2. I might pick up Guardian as a Dual Path option later, to help enhance the paladin side, since I've always liked things like Mythic Mercy.

    3. I don't have any of the extra 3rd party mythic stuff you mentioned. Do you know if there's anywhere I can see what's out there, and if there are Hero Lab files to support it? I don't mind picking up more books, but I'd rather not spend the cash for something if there's not anything that interests me for my character. Alternatively, are there any options you think would fit especially well for our characters?


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

    Oh. I didn't even realize this WAS a Mythic campaign.
    Somehow must have missed that(I was checking out kickstarter a couple times, tempted to back).

    In other words: I'm rather unprepared for this moment. You definitely got a surprise round there, Rednal.

    Most likely, I'll go with Hierophant(being the primary Divine), and as path ability...I simply like Legendary Item...what were the requirements for the Phylactery-Like Ability again?


    @Vincent: Yes, you may retrain normal feats, per Pathfinder's rules for doing so. (Incidentally, the Morphic Nature Feat you all picked up can't be retrained. It's... kind of an important power. XD) The Hero Lab files for Mythic Mania aren't out yet (but are coming) As for other abilities... are there any class powers you have you might want to see an improvement on? I can pull stuff out of the Hero's Handbook and PM it to you. ^^ As examples - Mythic Detect Evil can be used as a Swift Action, Mythic Divine Grace can share your save bonuses, Mythic Sorcerer Bloodline enhances your Bloodline powers...

    @Phai: It must have the Eternal Bond power and be a Minor Artifact (i.e. you must have taken Legendary Item twice).


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

    Mystic Path: Hierophant(+4 HP)
    Divine Surge: Inspired Spell

    Hard to Kill (Ex)
    Mythic Power (Su)
    Surge (Su)

    Tier 1 (Universal) Path Ability: Legendary Item
    Tier 1 Feat: Morphic Nature

    @Legendary Item, I'll do you one better and take it thrice...if we make it to Tier 6...but still working out the details there. I'm picking it up NOW because I have no idea when we get the next tier...but I'll have to think on the details, and possible would trouble you for the non-srd-listed Legendary Item abilities

    If I later pick up Divine Source to grant spells to followers and get domains...could I have Composite Longbow as a favored Weapon and retrain for "Guided Hand" and "Mythic Guided Hand"? ^_^


    >Don't forget the errata on Inspired Spell (Standard Action to use, limits on what spells it can duplicate). ^^ Otherwise, looks fine to me.

    Incidentally, I don't know when you'll get your next tier, either. XD My guess is once per book, but some of this stuff literally hasn't been written yet, so no promises on any of it.

    Ah, and Divine Source doesn't let you do Favored Weapons.


    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)
  • Yeah Phai, I remember a mention that at higher levels there would be some mythic mixed in, but I definitely wasn't expecting it now =P

    Sounds like the Morphic Nature Feat is a pretty important story feature. I'm guessing gills when we reach the water planet and such.

    Since I'm a tattooed Sorcerer, I don't have much in the way of bloodline abilities, most of the arcane bloodline stuff gets traded away. Are there any cool options for my familiar, lay on hands, or auras?

    I'll probably want to pick up some mythic spellcasting at some point later too... so many options to choose from!


    Mythic Aura of Good grants you an Aura of Menace (like you're an Archon). Mythic Lay on Hands lets you expend mythic power to use it as a swift action on allies (translation: Swift Action Condition Removal). Mythic Mercies lets you expend mythic power to change your Mercy choices and use whatever's needed at the moment.


    HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none
    Quote:
    I'm guessing gills when we reach the water planet and such.

    Ugh...Water Temple?...I hope we're high enough level to cheat-

    @Inspired Spell Errata: I know...same thing as with Wild Arcana for Yin.
    But Beasts Fury is pointless for me, and the alternative Recalled Blessing sure is nice, but by far not as flexible.
    And Flexibility is the name of the game.

    @Divince Source: Pity...because none of the gods in this setting liked longbows. My God likes Scythes. Which definitely is fun, and could well profit from Guided Hand...but the Feat Tax is too high for a secondary weapon that I'd only use after Snap Shot takes over "security duty" from the Glaive. But, was worth a try.

    Still gonna pick up Divine Source eventually, if only for flavor ^_^

    Otherwise looks fine to me => Implemented


    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)
  • All of those sound really cool... what to choose D:


    @Vincent: Whatever you think would be most useful in granting you new ways to affect the story? Diversity is the name of the game - I cannot over-emphasize how good of an idea it is to be able to react to a wide variety of situations. XD Everything the creators have said suggests that you'll get to visit very new, very different places on a regular basis - so the more flexible and creative you are, the better off you'll be.


    cryptic 3 // warder 3 // guardian 1 | HP: 47/47 | AC: 19 / T: 15 / FF: 17 | Fort: +5, Ref: +6, Will: +7(+0) | M. Atk: +5, R. Touch: +5 | CMB: +5, CMD: 20 | Init: +2, Perception: +9(+2)

    Hmm, also finding Mythic unexpected. Not sure if Ooran should go Guardian or Trickster. Tempted to go Dual Path, but that'll have to wait for another Tier due to the Morphic Nature feat.

    Edit: Just saw that the book contains a Mythic Psionic path called Overmind. I'd love to hear more about that.


    Another two tiers, actually - Mythic Feats are gained every odd tier, not every tier.

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    Are you ready to travel to distant worlds, meet strange creatures, and kill them embark on an adventure that's truly epic in scope?

    Then you're in the right place. Welcome to my recruitment thread for what's quickly shaping up to be one of the most outstanding adventures published for the Pathfinder Roleplaying Game - a mythic journey across strange new worlds.

    What is the Legendary Planet Adventure Path?

    The Legendary Planet Adventure Path is a new science-fantasy campaign coming to us from the great team at Legendary Games - in fact, the Kickstarter campaign backing this is going on during this recruitment (and is accessible right here), and they've signaled that the first parts of this adventure - the prologue module and the first real book - will be available immediately following the conclusion of the campaign. If you're a GM yourself - and especially if you're a bit hesitant to play the stuff in Cheliax over the next year - I strongly encourage checking out this campaign. I think you (and your players) will like what you'll see.

    As for Legendary Games themselves? If you haven't looked into them yet, you should know that many of them have been contributing authors to official Paizo material. These aren't just some guys writing an adventure - they're some of the best men and women in the business, and they know what it takes to create a fantastic product. Furthermore, Legendary Planet is intended to be the introduction to the "Legendary Worlds" Campaign Setting, a new place to set Pathfinder games and adventures, and they're going all-out in an effort to create a place you'll want to play in. Of course, you can still be from Golarion, so you don't have to worry about fluff being invalidated.

    Since the books for this campaign aren't out yet, this recruitment will be a little different than most of mine - and will continue on until the campaign is finished (July 27th) and I actually have the books on my machine. I literally can't start this game until then. XD

    Story Overview

    Spoiler:
    Prologue: The Assimilation Strain

    A strange sickness afflicts the frontier settlement of Holver's Ferry, threatening to overwhelm its citizens with an alien madness. Already the town has nearly torn itself apart, and the local sheriff is missing. When the PCs brave the surrounding wilderness as the village's latest newcomers, the beleaguered townsfolk desperately turn to them for assistance. But can these erstwhile heroes trace the diseased carrier to its source and solve the mystery before they, too, succumb to The Assimilation Strain?

    Chapter One: To Worlds Unknown

    Fire. And a choking haze of smoke blurring the luminous glow of strange lights on the walls and floor. Shouts. And an ever-present ringing in your ears, piercing your brain with the sharp trauma of an urgent alarm. You stumble from a bed you don't recognize, and into the path of strangers you don't know--some disturbingly alien, yet all fleeing an unknown catastrophe. Where are you? How did you get here? What is happening? There are no easy answers to these questions. But your opportunity to discover them starts now. And they're destined to take you To Worlds Unknown.

    And from there? Well, you'll just have to find out...

    Submission Guidelines

    I want this campaign to succeed. Let's face it - Third-Party APs always face a hurdle that official ones don't, even when - as in the case of Way of the Wicked and Zeitgeist - they've turned out to be pretty darn good campaigns.

    Accordingly, I'm keeping my standards pretty high for this.

    The main thing I care about is your character's background.

    Anybody can write up a character sheet, and I'm not going to be judging you by your ability to make a first-level character. I want to know how you'll play in this campaign, and I'll be taking a close look at the following parts of your submission:

    -Literacy: I highly value this. Proper spelling and good grammar are your friends.

    -Creativity: I'm not looking for Fighter #12 or Classic Wizard #9. Try to make me believe that your characters are actual people, with unique quirks that set them apart. I'm probably going to pick apart your biography and ask a number of questions. This isn't meant to wreck your idea - instead, I'll be trying to get you to think about your character more deeply. If you need a place to start, try making a 10 Minute Background (Google it) or looking at each of your character's powers and asking how they've used those and how it's affected their lives.
    --Longer, well-written profiles have a much higher chance of being selected.

    -Presence: Players who have a history here on the Paizo boards will be valued slightly more. This isn't an absolute requirement, but I expect to be running this game for a few years, given the place of PbP games. Being a long-time member of these boards is one way of convincing me that you'll continue to stick around.

    -Sense: I'm not looking for the most outlandish character ideas you can come up with. I don't want an Awakened Dire Weasel Kineticist/Bard - while funny, that's not quite appropriate for this game. Sticking with the preferred races is far more likely to get you selected.
    --Also, you're from Golarion. Write with that in mind.

    -Munchkining: You'll be plenty powerful - don't try to break the system. Think about building for two distinct party roles, not supercharging a single role to do one thing game-breakingly well. The more obvious you make the distinction - and you can include that in your background - the better your chances.

    -Willingness to Edit: I literally don't have the books yet, and there may be expected components (like campaign traits!) that will need to be edited in. Being willing to edit if needed is good.

    Rules We'll Be Using

    -Sourcebooks: All Paizo. Psionics, 1001 Spells, Deep Magic, and Path of War are all approved. Mythic Mania's books will be legal sources, and if you don't have them, I can pull things out for you. Other 3PP material is available on a case-by-case basis. Occult Adventures playtest stuff is okay - you'll have to rebuild when the full book is out, but you probably expected that. XD

    -25 Point Buy. No scores lower than 8 or above 18 (after racial changes).

    -Races: Core/Aasimar/Tiefling/Elemental-blooded preferred. A REALLY GOOD idea for something else might be accepted - quality is the big deciding factor.

    -Classes: Any from legal sourcebooks.

    -Alignment: Any non-evil. In addition, your character must be willing to cooperate with the rest of the party. You never know when you'll get stranded with no one else to help...

    -Level 1, Gestalt Rules. The campaign officially begins at level 2, but we're doing the prologue module, so we're starting at the very start.

    -Max HP per Hit Dice

    -Background Skills (PF Unchained)

    -2 Bonus Skill Points per Level. One of these must be put into a Profession, the other into a Craft.

    -Innate Item Bonuses (PF Unchained)

    -Stamina (PF Unchained - Free Bonus Feat for Fighters/Hybrid classes with a Fighter component, available to everyone else as a feat)

    I will be selecting three characters for this game. If there's a particularly high number of quality submissions, I may run two tables.

    Have questions?

    Ask! I'll answer as best I can.


    While unfamiliar with this upcoming AP, I'd be a fool to turn down a chance to game with Rednal. And "Distant Worlds"-esque campaigns are awesome. Sign me up! :-)

    No ideas for a character as of yet, but I'm really flexible and will build around other prospective PCs.


    I already have a character idea. So, I'm interested!

    Liberty's Edge

    The nice thing about an AP that is written by a 3PP is that they are way more likely to include 3PP material (for instance Psionics will be featured in at least one of the books, according to the KS). I will consider whether I want to submit a character or if I'm going to be either to busy or too eager to read the mods to participate.

    Scarab Sages

    Will you be including the Stamina system from Unchained? I've been thinking about an arcane caster in armor, but without the Arcane Armor Training stamina ability (free action instead of swift), it makes it pretty rough.


    Yes, the Stamina system can be used - as a bonus feat at 1st Level for Fighters (and Hybrid classes with a Fighter component), and available as a regular feat for other classes.

    Scarab Sages

    Cool. Now to fiddle with all the different pieces for days.


    Just so you all know, the KS is pretty much already funded, after being live for about an hour. It has 42 days left.

    ITS GOING TO BE AMAZING!!!

    Also, will definitely be working up a submission for this :)


    Funded.


    Hmm. I'll see if I can put together a character concept I like.

    I need a different core idea, so to speak, otherwise they just come out as stereotypes. I've found that I empathise easier with intelligent characters, so that will probably end up being an influence.

    Perhaps something centered around the investigator archetype and class? That runs into the sherlock syndrome quite easily - maybe I'd best avoid it altogether.

    Ah well. I'll be mulling this over at least. It looks like a really interesting game.

    Edit: Huh. Investigator//Warder is all sorts of awesome, from a mechanical standpoint. Perhaps with the Dervish Defender archetype, although there's a certain charm to the image of a plate-clad investigator.

    Liberty's Edge

    I'm thinking about a Vudrani Monk(Unchained)/Psion. I think monk and psion are perfect for a Vudrani and I've yet to explore that culture very much. "MAD" as all get out, but with 25 point buy 14s are easy enough to come by and that's all you really need for most things.


    Submission under construction.


    I have a question in regards to the Innate Item Bonus rules: How would you treat the items from Ultimate Equipment that give an effect and a stat bonus? Things like the Belts of Mighty Hurling(link)?
    As per written they would not be available but that would in turn make the extra effect also entirely unavailable. Would you just drop the stat bonus from them and leave them with just the extra effect?
    I'm curious as several of these items could take up very prominent places in a character build and I actually have an idea that would involve such an item.


    It does technically remove -all- items that grant enhancement bonuses to ability scores. I'd accept remaking the item (according to the magical item creation rules) to find a price for the basic hurling ability, then adding the enhancement/cost of the innate bonus afterwards. That should give an equivalent and appropriate price under the rules we'll be using. ^^


    I to would like to throw my hat in the ring, by declaring that both parties are nucking futz!

    Oh, wait. Wrong ring. :p

    Given all of the options that are available, I'll have to give it a little thought, although I have an idea for a a fighter/oracle combo that might be worth it's weight. I'll work on an initial submission here in the course of the next day or so. It sounds like we have some time to iron out the kinks before anything happens.

    May the best people win!


    Red,

    Are the +2 skills for profession/craft in addition to the +2 for Background Skills?

    Also, the innate item bonus rules confuse the heck out of me, so I hope if I get selected you'll give me an assist with them, once they come into play.


    I'll post what I sent of my concept to the GM.

    My character's story begins at a repository of knowledge in Cheliax, a sprawling complex filled with tomes and items. An ancient order studied there, protected by a stalwart group of guardians. The guardians are born and raised within to promote steadfast loyalty. The Hellknights held a grudge against the order and unwilling to risk facing the terrible magicks containted within instead decided to slowly cut off supplies and people heading to the compound; a silent siege. Over many years the members of the order and their guardians died out or left. Often those who left were cut down by Hellknights in their attempt. One boy and his master, guardian apprentice and guardian were all that was left. And then once his master passed on it was just the boy, the final member of the guardians, even the Hellknights had stopped paying much attention. (first class being taught by the guardians) The guardians were forbidden from reading the tomes inside the compound, but after a decade of guarding the place that he was born in the boy's curiousity took the better of him. He began to study. (This is where his second class comes in) When the Hellknights finally came to realize how well their plans had paid off they raided the compound and burned or destroyed everything they didn't take for themselves. The boy managed to escape, finding himself out in the world with no purpose and no place to go.

    I am thinking Warder for the guardian half. Not sure on the mystical half.


    Yes, the bonus points being put into Craft/Profession are in addition to all the changes of Background skills.

    Basically, I don't think your character has sat around doing absolutely nothing with their life until this point. XD These two skills are meant to be a reflection of your interests and what you've done prior to the start of the campaign.


    There seems to be a lot of planet hopping here but it's a bit unclear whether our characters will have a more traditional background or can be star farers right from the get go. I've got a background written up for a character that was born on a spaceship.


    The prequel adventure seems to assume being born on a simple fantasy world like Golarion.


    --Also, you're from Golarion. Write with that in mind.

    Liberty's Edge

    Literacy. Heh.


    Challenge Accepted?

    In other news, the Kickstarter is 1-2 backers shy of unlocking the second adventure in this series.

    (They plan to release seven in total, with the last adventure bringing you to 20th level with enough time left over to USE your capstones.)


    Book two unlocked.

    Any starting gold?


    150 GP to start with.


    Woo! As both a Mythic Mania backer and a Legendary Planet backer, I'm definitely interested!

    Lemme just go through your opening post, and ask questions as I go...

    Quote:
    Are you ready to travel to distant worlds, meet strange creatures, and kill them embark on an adventure that's truly epic in scope?

    Yes!

    Quote:

    Submission Guidelines

    ...
    ...
    --Also, you're from Golarion. Write with that in mind.

    Okay, that's the part most likely to trip me up, given my lack of familiarity with Golarion. Fortunately, there are 42 days left for me to read up on patfinderwiki.

    Is there a specific area of Golarion we should be starting from? If so, where?

    Quote:

    -Sourcebooks: All Paizo. Psionics, 1001 Spells, Deep Magic, and Path of War are all approved. Mythic Mania's books will be legal sources, and if you don't have them, I can pull things out for you. Other 3PP material is available on a case-by-case basis. Occult Adventures playtest stuff is okay - you'll have to rebuild when the full book is out, but you probably expected that. XD

    -25 Point Buy. No scores lower than 8 or above 18 (after racial changes).

    -Races: Core/Aasimar/Tiefling/Elemental-blooded preferred. A REALLY GOOD idea for something else might be accepted - quality is the big deciding factor.

    Psionic classes but no psionic races? That seems a bit unusual, but I assume you have a good reason for it. I wasn't even planning on playing a psionic character, I am just curious:)

    Quote:
    -Level 1, Gestalt Rules. The campaign officially begins at level 2, but we're doing the prologue module, so we're starting at the very start.

    Confession: I have never played or run gestalt before. I've run an epic campaign in 3.5, and played with mythic rules almost since they were released, but I have never done gestalt.

    No question here...

    ...
    ...

    I already have a rough story and personality for my character. I wrote the character without any setting references since I wasn't sure what campaign world we'd be using until I read this post. I'll be making adjustments to fit a Golarion origin over the next several days.

    I haven't started to build my character yet, though. I have my eye on the witchknight archetype (Flaming Crab Games). Would that be acceptable? If not, I can do without it. Since it's gestalt, I could also just combine the witch class another class...
    the patron theme fits with the story I have for my character, and the hex mechanic is something I want to try playing with, but I think wisdom fits slightly better than intelligence, and I don't really need all nine spell levels. There might also be a witch archetype that just swaps out the casting stat, but I'll think about that more after I've finished Golarion-izing the backstory.
    EDIT: Of course there is a wisdom archetype for witches, conveniently called the Wise Witch, from Rite's 101 Simple Archetypes. It also makes Wise Witch spells count as divine, although it's not entirely clear what it trades out.

    Anyhow, I'll think about the crunch after I've finished Golarionizing everything else.


    I don't know much about the way this AP is meant to go, but if I were to make a Gunslinger, would it be a good idea to use the Techslinger archetype? If there won't be any Numerian-style technology, it would probably be a waste.


    Hmm, having a tough time deciding what magical class would go well with a Warder for my character concept. I've also been considering doing Ranger (Witchguard for that guardian flavour), Monk, Cavalier or Paladin (all three of which can have the right motif) for the martial side though. Which magic class screams secret order to you guys?

    Silver Crusade

    Yep I'm game

    Live psionics, thinking psionic gunslinger
    Probably human. A marksmen may be fun


    Boo. My girl will wait for another space RPG. Have fun guys.


    @Newbonomicon: Officially, Legendary Planet is a 'Science Fantasy' campaign. There's almost certainly going to be some technology, but it is emphatically not an Iron Gods-style sci-fi campaign.

    @Ben: Everyone's a first-time player once. Gestalt rules are available on d20srd.com, and it sounds like you're experienced enough to have little or no trouble with it. XD As for the Witchknight... why do you want them to go on this adventure? The characters have basically no idea where they're going, much less any specific reason to go there - and inquisitor types are usually very job-focused. They have every reason to stay and very little cause to go exploring - how are you going to work with that? (<- This is me asking questions of your concept, as I said I would in the first post. ^^)


    I have a question exactly where is the game starting point? maybe I missed it so I will also go back and re-read.

    but I am looking for the town and mostly geographical location. I try to make character stories blend or be a part of the starting location so it feels more natural that they would be there.

    EDIT:

    Hello MG

    Hello Johnny (man that sounds like the tonight show intro)


    Quote:
    the frontier settlement of Holver's Ferry

    As for the exact starting nation - which you won't be seeing much of - I haven't really decided. Probably the Taldor/Andoran region, but try to be flexible on that point. XD Remember, I literally do not have any of the materials for this game yet, and a lot depends on how the adventures are actually written.


    Helpful information contained here, if you don't mind reading a bit:


    Putting together an Aasimar (Azata-blooded) Sorceror (Starsoul)/Bard for an Arcane/Skilled/Support combo.

    Off hand question, is Astronomy an appropriate lore?


    ill dot and see what I can think up...I don't know much{really anything =_=} about the pathfinder lore ill read up on it and see what I can get inspiration for


    Well, you may not recognize all of the stars you'll see, but it probably wouldn't hurt... XD


    GM Rednal wrote:
    Well, you may not recognize all of the stars you'll see, but it probably wouldn't hurt... XD

    Heh, I assumed as much... I like taking things that can grow organically throughout the AP. Heck, it's reason enough to go off planet on it's own for the character I'm putting together.


    Lord Manticore here. I'm submitting Elincia for initial review and her 10-Minute Background is in her profile. I have to say that I had not heard of the 10 minute background, but I definitely plan to use it in the future to build up my characters.

    Anyway, I currently see Elincia as a paladin (squire/hospitaler)/oracle (wind), although I've not done much with her profile in HeroLab yet. I get the impression that we need to focus on character first, and stats later. That being said, feel free to ask questions about her; I left some areas open on purpose to see what someone might think, and I am sure that there are areas that I haven't thought of yet that I can add-in.


    Super rough draft profile

    I'm assuming with the extra long recruitment time I will be able to work on this extensively, but I thought I would post this so you knew where I was going with the character. (And so nobody ninjas my idea...)


    I'm mulling options, but something modeled on Aristarchus seems appealing at the moment. I'll probably lean divine caster as one side, and either skill or martial for the other side. More the math side than the astronomy side to avoid conflicts with herman now that I see his posts.


    1 person marked this as a favorite.

    I am thinking of a brawler/gunslinger gestalt (pistolero) (or something like that.)

    I am following Dave Herman's idea of dotting an initial concept before it gets stolen.


    Edward Sobel wrote:

    I am thinking of a brawler/gunslinger gestalt (pistolero) (or something like that.)

    I am following Dave Herman's idea of dotting an initial concept before it gets stolen.

    Though with a month and a half of recruitment time, I'm sure we'll see some duplication no matter what. At least on the crunch side. I doubt I'll be the only one thinking 'hmmm, Starsoul bloodline makes so much sense for this! Probably going to be more than a few Oracles/Shamans with Dark Tapestry and Heavens mysteries too.

    Another reason why personality and background will make a huge difference.

    Scarab Sages

    I sketched out an Arcanist/Slayer last night. Most of the mechanics are there, but needs some more fleshing out, and the backstory is still in the works.

    Profession Astronomer and Craft Clockworks are in, since making his own clockwork telescopes sounds pretty cool.


    I'm considering a Gunslinger//Alchemist build, someone who would go on this adventure purely out of scientific curiosity. Would you be the sort of GM who allows Alchemists to qualify for item creation feats? I ask because, is so, I might go with an "inventor" theme.


    As far as crafting for alchemists goes, Master Craftsman is a thing. I also allow Retraining rules, so it would be entirely possible to change some of your early feats into Wondrous Item/Arms and Armor and start heavy-duty crafting as early as Level 5.

    (Or keep them in place and just wait until Level 7 to really get into gear. o_O Gunslingers do need a certain basic set of feats to be truly effective. Also, I can't guarantee you'll always have the ability to buy raw materials for ammo - stock up early and often.)

    Kickstarter Update: The campaign has passed $18,000, which is all of the content for the second adventure. The next goal, at $20,000, is the third book of this AP.


    Interested


    GM Rednal wrote:

    As far as crafting for alchemists goes, Master Craftsman is a thing. I also allow Retraining rules, so it would be entirely possible to change some of your early feats into Wondrous Item/Arms and Armor and start heavy-duty crafting as early as Level 5.

    (Or keep them in place and just wait until Level 7 to really get into gear. o_O Gunslingers do need a certain basic set of feats to be truly effective. Also, I can't guarantee you'll always have the ability to buy raw materials for ammo - stock up early and often.)

    Could you point me in the direction of the Retraining rules; either which book (which I likely have) or a link? I've heard of this, but don't remember actually reading them, as I previously had a house rule for retraining.


    I believe the original is in Ultimate Campaign, but d20pfsrd has them on a page, too.

    Short Version: If you're unhappy with your selections, you can fix them.


    Just read the 10 minute background. Very cool!!

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