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/-

"Alright, okay," Child shrugged. "Who wants to go first?"


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 can lead the way, in case there are more guards waiting to ambush us down below," Vincent said as he led the group down to the basement.


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

    Phai gripped her Glaive and followed Vincent.


    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

    Isen followed in the rear, keeping on an eye on attacks from behind.


    This wide corridor has a rough, unfinished feel to its walls and floors compared to the building above. A damp, earthy smell permeates the air, and the hallway extends east to west before finally turning south.

    It's also currently home to a pair of guards - and they began firing as soon as you came into view.

    Ranged Attack vs FF (Vincent): 1d20 + 2 ⇒ (17) + 2 = 19 for Damage: 1d6 ⇒ 1
    Ranged Attack vs FF (Vincent): 1d20 + 2 ⇒ (8) + 2 = 10

    Init (Enemy): 1d20 + 0 ⇒ (14) + 0 = 14
    Init (Child): 1d20 + 1 ⇒ (15) + 1 = 16
    Init (Isen): 1d20 + 4 ⇒ (5) + 4 = 9
    Init (Phai): 1d20 + 4 ⇒ (18) + 4 = 22
    Init (Vincent): 1d20 + 2 ⇒ (10) + 2 = 12


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

    "Fine, Plany, next time you get to punch the wall. These creatures always seem to get the jump on us even if we expect resistance. They must have some uncanny ability to detect us around corners-", Phai started shouting even as she returned fire.

    Rapid Shot 1: 1d20 + 4 ⇒ (6) + 4 = 10 Damage: 1d8 + 2 ⇒ (3) + 2 = 5
    Rapid Shot 2: 1d20 + 4 ⇒ (19) + 4 = 23 Damage: 1d8 + 2 ⇒ (5) + 2 = 7


    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/-

    "No," Child-of-Planes responds, as he moves forward. "If they're hearing us coming, I'd just make it worse..."

    And his eyes turn a dull yellow as he swings his sword overhead. "I thought Jagladine were terrors!" he bellows, in a smooth, practiced voice, "Not cowering weaklings with pathetic guns!"

    Merciful Scimitar, 2H, offensive, PA, Champion: 1d20 + 7 + 1 + 1 - 1 ⇒ (2) + 7 + 1 + 1 - 1 = 10
    Damage (nonlethal): 1d6 + 4 + 5 + 3 + 3 ⇒ (2) + 4 + 5 + 3 + 3 = 17

    Hmm, looks like I'm still in my offensive armor—I'll keep it. (AC 18, HP max 40)

    Champion gives all allies +2 to all weapon damage rolls. (Except Phai on the first turn because he moves before CoP)

    Edit: Damn you, dice gods! One day I will get to hit somebody again.


    *Snickers* Knowledge doesn't come from nowhere. I wonder how they figured it out?

    Phai's first shot missed, though the second managed to land on her target, moments before Child-of-Planes managed to... well, put on an impressive display, at least. Dropping their weapons, the two lashed out with their claws, trying to rip the Suli to shreds.

    Claw (CoP): 1d20 + 6 ⇒ (3) + 6 = 9
    Claw (CoP): 1d20 + 6 ⇒ (4) + 6 = 10
    Claw (CoP): 1d20 + 6 ⇒ (16) + 6 = 22 for Damage: 1d6 + 4 ⇒ (1) + 4 = 5
    Claw (CoP): 1d20 + 6 ⇒ (6) + 6 = 12

    Even as they lashed out, a moist patch on the wall abruptly moved behind Isen, reaching outward as it attempted to envelop him. Even while moving, it was difficult to see, for its entire body was almost totally transparent.

    Slam (Isen): 1d20 + 7 ⇒ (9) + 7 = 16
    Slam (Isen): 1d20 + 7 ⇒ (13) + 7 = 20 for Damage: 1d6 + 3 ⇒ (4) + 3 = 7
    Fort DC 18: 1d20 + 4 ⇒ (12) + 4 = 16

    Isen is Paralyzed, but may attempt a Fortitude save at the end of each of his turns to try and throw off the effect. Whenever he succeeds, he'll be staggered for 1d6 rounds (roll then).


    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/-

    Child's armor blunted the attacks, though not entirely, as he spun around faster and riposted, striking at the Jagladine closer to him (or both, if the first fell). "Pathetic, pathetic!"

    Merciful Scimitar, 2H, offensive, PA, Champion: 1d20 + 7 + 1 + 1 - 1 ⇒ (6) + 7 + 1 + 1 - 1 = 14
    Damage (nonlethal): 1d6 + 4 + 5 + 3 + 3 ⇒ (6) + 4 + 5 + 3 + 3 = 21

    Surprise Strike, Merciful Scimitar, 2H, offensive, PA, Champion (vs flat-footed AC): 1d20 + 7 + 1 + 1 - 1 + 1 ⇒ (2) + 7 + 1 + 1 - 1 + 1 = 11
    Damage (nonlethal, ignores DR): 1d6 + 4 + 5 + 3 + 3 ⇒ (5) + 4 + 5 + 3 + 3 = 20

    Nope nope nope nope nope


    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)
  • "What is that thing?" Vincent asked as he turned back to defend Isen. He couldn't get a clear path to the creature with Isen in the way, so Vincent drew the rod he found a few days earlier and used it to twist his arcane fire around his helpless companion.

    Spell Failure (20%): 1d100 ⇒ 5

    Unfortuantely, his shield banged on the wall as he was trying to cast, and was unable to complete his spell. "Phai, can you help Isen? I can't get to him."

    Using my 1/day metamagic adept to try to use the selective rod as a standard action after taking it out. So looking forward to the mythic ability to ignore somatic components some day.


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

    Hearing Vincent, Phai shifts her attention over to the creature that attacked Isen.
    Drawing 2 more arrows, Phai directs her fire at the transparent creature.
    Rapid Shot 1: 1d20 + 4 ⇒ (14) + 4 = 18 Damage: 1d8 + 2 + 2 ⇒ (8) + 2 + 2 = 12
    Rapid Shot 2: 1d20 + 4 ⇒ (12) + 4 = 16 Damage: 1d8 + 2 + 2 ⇒ (6) + 2 + 2 = 10


    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

    Isen froze, his face a grimance, as he attempted to fight off the...whatever it was affecting him.
    Fortitude: 1d20 + 4 ⇒ (8) + 4 = 12

    However, his weaker than average physical condition was not making it easy.


    Child's attacks only managed to strike empty air, but Phai managed to strike the ooze-like thing attacking Isen with both of her arrows. Its body wiggled slightly, and it slipped forward before lashing out at Phai with a quick jab of its amorphous body.

    Slam (Phai): 1d20 + 7 ⇒ (19) + 7 = 26 for Damage: 1d6 + 3 ⇒ (3) + 3 = 6
    Fort DC 18: 1d20 + 4 ⇒ (16) + 4 = 20

    It did manage to land a strike, but fortunately, it hadn't been able to paralyze her. Meanwhile, the two Klaven were continuing their assault on Child-of-Planes.

    Claw (CoP): 1d20 + 6 ⇒ (8) + 6 = 14
    Claw (CoP): 1d20 + 6 ⇒ (2) + 6 = 8
    Claw (CoP): 1d20 + 6 ⇒ (20) + 6 = 26 for Damage: 1d6 + 4 ⇒ (5) + 4 = 9
    Claw (CoP): 1d20 + 6 ⇒ (20) + 6 = 26 for Damage: 1d6 + 4 ⇒ (2) + 4 = 6
    Crit Confirm: 1d20 + 6 ⇒ (3) + 6 = 9
    Crit Confirm: 1d20 + 6 ⇒ (12) + 6 = 18 for Damage: 1d6 + 4 ⇒ (6) + 4 = 10

    The second one, in a surprising display of skill, managed to stab both of its claws right into Child the moment he was distracted by the other's blows - and one of them sunk in just a bit deeper than the other.

    Ouch. XD


    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)
  • "Nice work getting its attention, Phai. I'll keep it off you so can get keep shooting free of distractions," Vincent said as he drew his falcata and slid in front of the archer.

    I'll step into Phai's space when she moves and attack the oozething. Or if Phai prefers to stay there, I'll head down the hall to attack the klaven beside Child. Up to Phai.

    Mwk Falcata: 1d20 + 7 - 1 ⇒ (9) + 7 - 1 = 15, Damage: 1d8 + 3 + 2 ⇒ (6) + 3 + 2 = 11


    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/-

    Well, there goes half my HP. Though maybe someone could help me against the two big bad things, instead of all three of you teaming up against the Trap?

    "I seem to be off-balance. Some help?!" Child bellowed as he continued swinging his sword, a so-far mostly futile endeavor.

    Scimitar, 2H, offensive, PA, Champion: 1d20 + 7 + 1 + 1 - 1 ⇒ (15) + 7 + 1 + 1 - 1 = 23
    Damage (nonlethal): 1d6 + 4 + 5 + 3 + 3 ⇒ (4) + 4 + 5 + 3 + 3 = 19

    Surprise Strike, Merciful Scimitar, 2H, offensive, PA, Champion (vs flat-footed AC): 1d20 + 7 + 1 + 1 - 1 + 1 ⇒ (3) + 7 + 1 + 1 - 1 + 1 = 12
    Damage (nonlethal, ignores DR): 1d6 + 4 + 5 + 3 + 3 ⇒ (2) + 4 + 5 + 3 + 3 = 17


    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/-

    Actually, wait a second. Champion spirits are suppose to be a bit reckless...

    Champion Surge: 1d6 ⇒ 6 So CoP's second attack is now 18 vs flat-footed... if that still misses, add the Mythic Surge below (otherwise he saves the mythic surge):
    Mythic Surge: 1d6 ⇒ 2

    And Child blurred in the air a bit, leaving the glowing afterimage of a taller suli behind him, as his sword suddenly moved with surprising skill and speed.


    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 figured you've got it under control. And since you're still standing, I'm more concerned about our paralyzed buddy next to the ooze that might eat him if we leave it alone. =P


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

    Glaive AoO when it approached: 1d20 + 5 ⇒ (1) + 5 = 6 1d10 + 2 + 2 ⇒ (1) + 2 + 2 = 5
    (as per Phai's combat style. Not that it mattered)

    Taking a step back, Phai continues attacking the paralyzing slime.
    Rapid Shot 1+Surge: 1d20 + 4 + 1d6 ⇒ (10) + 4 + (5) = 19 Damage: 1d8 + 2 + 2 ⇒ (8) + 2 + 2 = 12
    Rapid Shot 2: 1d20 + 4 ⇒ (17) + 4 = 21 Damage: 1d8 + 2 + 2 ⇒ (7) + 2 + 2 = 11

    @Vincent: How about you wait until after my action. If I manage to murder it, you can go help Child, if not, it would be a good idea to get rid of it before it eats someone paralyzed.


    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. One of the peculiarities of asynchronous play via PBP. If you've got the slime handled, I'm all for charging the klaven. (I would actually prefer that, since I can use mythic power to defend Child, but I don't want Isen to get eaten by the ooze).


    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

    Isen doesn't especially want to be eaten, either.

    Eyes darting in horror at the situation, Isen once again attempted to break free...

    Fortitude: 1d20 + 4 ⇒ (19) + 4 = 23

    ...and finally managed to wrench his worn limbs int some form of function. He could still feel the effects in his system, but at least he was moving.

    Staggered: 1d6 ⇒ 3


    The ooze by Vincent almost managed to avoid his blow, but at the last moment, he managed to press in on it. It was looking fairly weakened now, and it was finished off a moment later as Phai pumped arrows into it. Meanwhile, Child-of-Planes was busy with the Klaven, lashing out at them with a pair of quick strikes. The first one managed to knock the injured Klaven unconscious, while the second one struck the one still conscious. It abruptly began withdrawing, moving down to the southern door.

    Child-of-Planes, note that using your Mythic Surge is an Immediate Action, and thus can't be combined with Surprise Strike (which is a Swift Action). You didn't need it here, but keep that in mind for the future, so you don't accidentally lose out on its effect when it would've been helpful. ^^


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

    Seeing the ooze lose form, Phai just catches one of the Klaven retreating in the corner of her eye. Rushing past child to the wall, she fires an arrow at it:"You forgot your parting gift!"
    Longbow: 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 18 Damage: 1d8 + 2 + 2 + 1 ⇒ (4) + 2 + 2 + 1 = 9
    Bleh, forgot PBS on all attacks this combat :P


    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/-

    Ah, I thought it used up the *next* turn's swift. Good to know, will remember in the future.

    Unfortunately, stopping at the door meant that the other Klavern was still in Child's range of movement, and he ran after it, swinging again.

    Scimitar, 2H, offensive, Champion (no PA): 1d20 + 7 + 1 + 1 ⇒ (19) + 7 + 1 + 1 = 28
    Damage (nonlethal): 1d6 + 4 + 5 + 3 ⇒ (1) + 4 + 5 + 3 = 13

    Confirm: 1d20 + 7 + 1 + 1 ⇒ (20) + 7 + 1 + 1 = 29
    Bonus Damage (nonlethal): 1d6 + 4 + 5 + 3 ⇒ (3) + 4 + 5 + 3 = 15

    ...and connected hard enough to possibly kill it through hydrostatic shock. Dang, *there's* where my good rolls went!


    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)
  • Vincent hustled down the hall in pursuit, his hands already snapping out the arcane gestures to summon a barrage of tiny blacksmithing hammers.

    Spell Failure (20%): 1d100 ⇒ 61

    This time, he was much more wary with his gestures and the tools launched forth unerringly.

    Magic Missile: 3d4 + 3 ⇒ (3, 3, 3) + 3 = 12

    Using a mythic power to cast Magic Missile at caster level 6.


    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

    Although his arms feel like lead, Isen turns to the ooze that had attacked and returned the favour. Calling up what power he could, Isen swung at the creature.

    To Hit: 1d20 + 10 - 2 ⇒ (13) + 10 - 2 = 21
    Damage: 1d10 + 6 ⇒ (10) + 6 = 16
    Destruction: 2d6 ⇒ (2, 1) = 3


    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/-

    VIncent—my 28 damage critical may have ko'd the guy. So your magic missile might get redirected against the ooze, though that's probably okay.


    HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none
    GM Rednal wrote:
    The ooze by Vincent almost managed to avoid his blow, but at the last moment, he managed to press in on it. It was looking fairly weakened now, and it was finished off a moment later as Phai pumped arrows into it.

    You are welcome to keep swinging at the ooze, or magic-missile-redistributing, but I think that's overkill.


    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/-

    Oh! Whoops. Problems solved.


    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)
  • See, I knew there was a reason I didn't shoot the missiles last night when I read your original post, but I forgot about that by the time I came back to it today. Naturally, I won't shoot missiles at him if he's down from your attack, but I will if he's still standing so he doesn't call in his friends.


    Phai's shot was enough to knock the Klaven out - although, given all the nonlethal damage it had already suffered, it wasn't actually slain by the shot. (Although it was helpless now - and you could certainly kill it easily enough if you wanted to. Or you could tie it up... or do whatever else you felt was appropriate.)


    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

    Isen leaned on his sword for a moment, recovering from the rest of the venom or whatever it had been. He glanced at the Klaven. "What would you prefer be done with the hideously created, completely unethical killing machines?"


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

    "When we interrogated one earlier, it seemed they are just drones in a collective, with no real sense of self. I say end their miserable existance, and deprive our enemies of a tool they could use again, later.", Phai coldly states, keeping a watchful look on the doors, expecting one to open:"We should hurry, they know we're here."


    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 not sure they're that bad, but Phai's right. They're either fanatics, brainwashed, or some kind of drones."

    Do they have anything interesting on them, other than their weird living thorn gun things?


    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/-

    "Chop their arms off," Child suggested. "We all agreed, no killing if possible—but this would be more of a legal gray area, since as you said, their bodies are sort of technically weapons."


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

    "Not an agreement you mentioned to me. Unless you mean you are in agreement with all of yourselves. Even if it was so, it would only apply to PEOPLE. Not drones.", Phai states as she brings her glaive down at the Klaven.
    Coup-de-Grace Glaive: 3d10 + 6 ⇒ (9, 2, 5) + 6 = 22

    Honestly, I can't remember us ever having a talk about that, the only thing I found quickly was you hoping your channeled general did not kill someone...


    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/-

    Wasn't Vincent like "non-lethal weapons plz?"

    "Well, just don't waste time then," Child responded. "Everyone okay with the door that last Klaven ran towards? There might be more behind it."


    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 was more of a concern with busting into an unknown house where there might be innocent people since we didn't have a ton of really reliable information. For all I knew going in, it was a trick and we were being manipulated into breaking into some unfortunate person's house. Klaven guards holding prisoners in secret rooms tend to be fair game.

    "It might be a good idea to quickly check these side rooms, so we don't get surrounded, but I'll defer to you all. Before we do, we should take a look at that cut though."

    Go ahead and place me near/in front of whichever door you would like to go through. I'm going to tap Child with my cure light wand 4 times for 22 hp while we're setting up for the next room.


    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/-

    "You speak of the Klaven like they'd speak of you. But, fine, stab away."

    Thanks for the healing! Now 1 hp below full. Moving Child to the door on the map, we can assume he opens the door unless someone objects?


    This immense, octagonal room has four short extensions branching out from the main chamber at each of the four, cardinal compass points. Another smaller chamber, seemingly made of glass, sits in the center, its walls extending from a gleaming metal base and connecting to a similar enclosure attached to the stone ceiling 15 feet above. The structure includes the vague outline of a glass door on its eastern face, and a standard door (that you entered through) exits the greater room to the east. You can see a figure inside the structure, slowly struggling to stand.


    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)
  • "Is that Relstanna?" Vincent asked as he rushed into the room for a better look.


    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

    Isen scanned the room for ambushes and traps before advancing. A struggling figure would be just the bait to get people to rush into a pit...

    Perception: 1d20 + 8 ⇒ (4) + 8 = 12


    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/-

    Child moved behind Vincent, trying to discern the figure's race.


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

    "Go check that room, I'll try and keep an eye on the corridors!", Phai stated, placing herself at the corner of the passage, watching and listening, bow and glaive ready.
    I'll keep watch, ready action to attack on any enemy coming into view. As part of readied action, 5-foot step to get ranged cover from the corner and alter grip to glaive for an AoO on approach.


    The glass was somewhat blurry, but the figure inside seemed to have purple skin, and a yellowish, reddish robe of some kind. As you approached, they started pounding on the glass and gesturing frantically to the north. There was no sound to go with the strikes, regardless of how hard they seemed to be striking it.


    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)
  • Vincent looked towards where the figure was gesturing, then hurried over. "There might be some kind of control panel that will open the door," he exclaimed.


    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/-

    Child followed the pointing as well, heading north and clutching his sword. "Or a threat they're trying to warn us about."


    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

    Isen was more naturally inclined to believe in a threat. He turned and focused on the Northern part of the chamber.
    Perpception: 1d20 + 8 ⇒ (16) + 8 = 24


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

    Keeping her position outside, expecting more trouble from one of the other closed doors, Phai reponds:"Just walk a few steps and see how she reacts. Hectic gesturing or a sense of relieve should be pretty obvious hints what she's trying to say".

    Keeping ready, same as last round


    As it turned out... Child-of-Planes' suspicions were entirely justified. As Vincent approached the alcove, there was a sharp sound like whips cracking, and two tendrils slashed downward at him as some kind of swollen, brainlike creature became visible fifteen feet above you.

    Tendril vs FF (Vincent): 1d20 + 6 ⇒ (20) + 6 = 26 for Damage: 1d4 + 1 ⇒ (1) + 1 = 2
    Tendril vs FF (Vincent): 1d20 + 6 ⇒ (9) + 6 = 15
    Crit Confirm: 1d20 + 6 ⇒ (16) + 6 = 22 for Damage: 1d4 + 1 ⇒ (3) + 1 = 4

    To say its appearance was unsettling was... putting it rather mildly.
    Will DC 17 (Child): 1d20 + 4 ⇒ (2) + 4 = 6
    Will DC 17 (Isen): 1d20 + 6 ⇒ (9) + 6 = 15
    Will DC 17 (Vincent): 1d20 + 8 ⇒ (1) + 8 = 9
    ...Unless you can make those into successes, you three take a -2 penalty on attack rolls. Phai's out in the hallway and can't actually see it, but she'll need to roll the first time she does. This is a mind-affecting power, by the way.

    Init (Enemy): 1d20 + 5 ⇒ (19) + 5 = 24
    Init (Child): 1d20 + 1 ⇒ (5) + 1 = 6
    Init (Isen): 1d20 + 4 ⇒ (7) + 4 = 11
    Init (Phai): 1d20 + 4 ⇒ (10) + 4 = 14
    Init (Vincent): 1d20 + 2 ⇒ (1) + 2 = 3

    And it really seemed to have caught the three of you by surprise, despite your caution... maybe it was the unexpectedly high range of its attacks? Without hesitating, the creature launched into a rapid series of blows against your Paladin.

    Bite vs FF (Vincent): 1d20 + 8 ⇒ (9) + 8 = 17
    Tendril vs FF (Vincent): 1d20 + 6 ⇒ (3) + 6 = 9
    Tendril vs FF (Vincent): 1d20 + 6 ⇒ (4) + 6 = 10

    Fortunately, even when caught so badly off-guard, Vincent's defenses were solid - and after that first nasty blow, he was able to defend himself well enough to ward off the attacks. The problem was responding to them, given how high above you the creature was...

    And that was more dice than I expected to roll right here... XD


    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/-

    Hands shaking, Child reached for his throwing circles... and remembered that he had left them back in the tavern. Instead, he drew his shield, dismissed his armor for a cloak of wind, and stepped backwards.

    Eyes glowing white, he pointed his free hand upwards in a spell gesture. "Eidon's pudding!" he shouted in a higher, cackling voice as flames shot from his hand.

    And then, mumbling, he remembered to explain, "Oh, it's an Arvendi soup made from roasted brains..." before turning back to the fight.

    Arcane Spell Failure (15%): 1d100 ⇒ 70
    Burning Hands (reflex 13 half): 3d4 + 2 ⇒ (4, 3, 3) + 2 = 12
    AC is currently 15

    Archmage Boon: All allied arcane spells deal +2 damage

    Also: I realized that the Archmage probably has to make puns, like, a lot, because that's what Archmages do.

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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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