The Inheiritance of the Crimson Sun (Legacy of Fire AP in Dark Sun)

Game Master Sebecloki

Maps and Images:

Battlemaps:

Current Encounter Maps:

Myceloid Cavern
Earth Drake Layer: Overview
Earth Drake Layer w/our Grid
Earth Drake Layer w/ Grid

Battlemaps
Hex Grid

The Ruins of Kalidnay
The Ruins of Kalidnay I: The Ceramic Desert and Outskirts of New Kalid
The Ruins of Kalidnay II: Elder Kalidnay and the Diamond Mines of Khnum-Khamunkhephres
The Ruins of Kalidnay III: The Iridescent Desert and Magma Lake

Setting Maps

The Free City of Tyr
The Ruins of Yaramuke
The City State of Raam

The World of Athas

World Map I
World Map II
World Map III

Some additional ideas from the 'Arena' discussion forums of Athas.org that I will be using for this fan-created expansion of the Dark Sun world map include ideas from the following threads:

East side of the Sea of Silt

Beyond the Tablelands

And here are some ideas I will be incorporating in some fashion if Spelljamming ever comes up:

Dark Sun Sphere

The Tablelands and Beyond

The Tablelands I
The Tablelands II
The Tablelands and Beyond I
The Tablelands and Beyond II

Giuestenal

The Ruins of Giustenal
New Giuestenal

Chapter One: The Howl of the Carrion King

Tyr Region

The Ruins of Kalidnay Overview

The Riese: Levels 1-2
The Riese -- Side Perspective

The Scarab Hold: The Fortress of the High Templar Ahmun-Ahnpur -- Overview
The Scarab Hold: The Fortress of the High Templar Ahmun-Ahnpur -- The Spires of Apep: The Central Keep

Destiny's Chariot -- Overview
Destiny's Chariot -- Detail

Trading Post of Kelmarane I
Trading Post of Kelmarane II

Battle Market of Kelmarane -- Ground Level
Battle Market of Kelmarane -- Second Level

Temple of Elemental Earth of Kelmarane

Guard Post I
Guard Post II

Sulfuric Baths of Kelmarane -- Overview
Sulfuric Baths of Kelmarane -- Detail

Guild Hall of Kelmarane

Mills


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AC 39/36/36 | CMB/D 27/45 | Vig 151/151 Wnd 68/68 (20) | F+20 R +19, W +18; +2 vs. enchantments, +2 charm Init +24; Senses darkvision 120 ft., low-light vision*4; Perception +42 | Speed: 90 (Spider Climb + Dandelion Treat) | Defensive Abilities danger sense +2, evasion, uncanny dodge, vigor; DR 5/silver; Immune sleep, disease, enchan; Resist cold 10, electricity 10, fire 12; Fast Healing 2

I still say with your maps and the effort you put in let's use roll20 or something!

One thing i want with Amunet-Ra is something with her weapons.
I would be cool with the sword being a obsidian sword of some sort.
Had the idea that the spear could be made of an exceptional large snake fang or something, which could then be a pair with the sword perhaps.
So she is essentially fielding a pair of fangs as weapons, a bit like the Crys daggers in Dune.
Unsure what the shaft of the spear would be made of though.

I would make that named weapons for sure then, but so far no magic there.


Male Yaksha Shadow Lord Stalker 6/Harbinger 6(gestalt) Trickster 2(mythic), Mage Hunter 2

I have a means to dispatch the golem, but it needs to rounds. 1 to get into position and set up, and 1 full round to pull it off. But, with everyone going inside the Slassan's chamber, I'm not sure Hamza can do it on his own.


Male Clockspeaker Bard 6/Clockstopper Gunislinger 6/Genius 3 (Gestalt Necrotech Necros 6)(Spellcaster Incanter 3)(Prestigious Necromant 1) | Vitality: 84/84 | Wounds: 36/36 | AC: 35 | TAC: 31 | FFAC: 28 | Fort: 16 | Refex: 19 | Will: 17 | CMD: 33
Resources:
24 Spell Points|2/3 Dancing Lights|1/1 Faerie Fire|1/1 Entangle|1/1 Glitterdust|1/1 Deep Slumber|1/1 Missive|26/27 Rounds Bardic Perform|4/10 Hypertoxins|9/9 Mythic Power|

Is the primary problem with the Golem being it's DR?


It has high AC, a lot of health, and high damage attacks.


Hamza Mīnakshi wrote:
I have a means to dispatch the golem, but it needs to rounds. 1 to get into position and set up, and 1 full round to pull it off. But, with everyone going inside the Slassan's chamber, I'm not sure Hamza can do it on his own.

If you stat up your evil foo animal and the 2 of you work together, can you do it?


Male Clockspeaker Bard 6/Clockstopper Gunislinger 6/Genius 3 (Gestalt Necrotech Necros 6)(Spellcaster Incanter 3)(Prestigious Necromant 1) | Vitality: 84/84 | Wounds: 36/36 | AC: 35 | TAC: 31 | FFAC: 28 | Fort: 16 | Refex: 19 | Will: 17 | CMD: 33
Resources:
24 Spell Points|2/3 Dancing Lights|1/1 Faerie Fire|1/1 Entangle|1/1 Glitterdust|1/1 Deep Slumber|1/1 Missive|26/27 Rounds Bardic Perform|4/10 Hypertoxins|9/9 Mythic Power|

Damn, it's too bad I would've shown up mid-battle...I could've distracted it pretty handily. XP


Tyren Lourofesh wrote:
Damn, it's too bad I would've shown up mid-battle...I could've distracted it pretty handily. XP

I promise I'll get you in soon, I just want to finish this up b/c it's getting complicated, and everyone will be too distracted to introduce a new character until we finish


Male Clockspeaker Bard 6/Clockstopper Gunislinger 6/Genius 3 (Gestalt Necrotech Necros 6)(Spellcaster Incanter 3)(Prestigious Necromant 1) | Vitality: 84/84 | Wounds: 36/36 | AC: 35 | TAC: 31 | FFAC: 28 | Fort: 16 | Refex: 19 | Will: 17 | CMD: 33
Resources:
24 Spell Points|2/3 Dancing Lights|1/1 Faerie Fire|1/1 Entangle|1/1 Glitterdust|1/1 Deep Slumber|1/1 Missive|26/27 Rounds Bardic Perform|4/10 Hypertoxins|9/9 Mythic Power|

I'm good, I just have the ability to Fascinate Constructs.

EDIT: So, eh, Synergistic Training...Am I wrong in thinking that's ridiculous in Gestalt?


Male Yaksha Shadow Lord Stalker 6/Harbinger 6(gestalt) Trickster 2(mythic), Mage Hunter 2
Sebecloki wrote:
Hamza Mīnakshi wrote:
I have a means to dispatch the golem, but it needs to rounds. 1 to get into position and set up, and 1 full round to pull it off. But, with everyone going inside the Slassan's chamber, I'm not sure Hamza can do it on his own.
If you stat up your evil foo animal and the 2 of you work together, can you do it?

I'm not sure, basically, I need a way to keep it distracted long enough to open a portal(Which takes a full round), and then make it go through. Which I'm unsure if Hamza can pull off, even with his evil foo creature.


Why don't you just design the foo creature around that idea -- like make it a summoner with its own little horde of evil pokemon or whatever.


Tyren Lourofesh wrote:

I'm good, I just have the ability to Fascinate Constructs.

EDIT: So, eh, Synergistic Training...Am I wrong in thinking that's ridiculous in Gestalt?

Yeah, that would be crazy.


Male Yaksha Shadow Lord Stalker 6/Harbinger 6(gestalt) Trickster 2(mythic), Mage Hunter 2
Sebecloki wrote:
Why don't you just design the foo creature around that idea -- like make it a summoner with its own little horde of evil pokemon or whatever.

I don't think I wanna go that route with the minion. Summoning on it's own can be a serious main in the butt, but with the amount of players in this game, I feel like adding a horde of summons would be too much.


Hamza Mīnakshi wrote:
Sebecloki wrote:
Why don't you just design the foo creature around that idea -- like make it a summoner with its own little horde of evil pokemon or whatever.
I don't think I wanna go that route with the minion. Summoning on it's own can be a serious main in the butt, but with the amount of players in this game, I feel like adding a horde of summons would be too much.

What about if you made it so that it can multiply itself into several copies or something? That, or build it so it can takes tons of additional actions, or fire a lot, like a bolt ace gunslinger with some kind of double barreled equivalent of a cross bow, which is also hasted and beserked or something like that.

Quote:


Im currently playing a gestalt mythic campaign and at level 10 i can attack 9 times a round. Rapid shot, rapid shot mythic, improved weapon fighting, weapon fighting, improved weapon fighting mythic, fast bombs. It's sick. My bomb economy is obviously a problem but i got to build my own race and my second build is an archer with many many shot and such rapid shot and what not so i can always attack at least 5 times a round. At the end I'll be throwing ten plus. I currently do 180 damage a round and its all touch and has spell like effects too.


AC 39/36/36 | CMB/D 27/45 | Vig 151/151 Wnd 68/68 (20) | F+20 R +19, W +18; +2 vs. enchantments, +2 charm Init +24; Senses darkvision 120 ft., low-light vision*4; Perception +42 | Speed: 90 (Spider Climb + Dandelion Treat) | Defensive Abilities danger sense +2, evasion, uncanny dodge, vigor; DR 5/silver; Immune sleep, disease, enchan; Resist cold 10, electricity 10, fire 12; Fast Healing 2

Yeah I don't think we really need minions or companions in this game. We have enough people.

With distracted you mean fascinate? That doesn't really work in combats though as written.

I'm also in the camp that TWF does not work with throwing or Manyshot lol .


Can we all converge on a plan to move things along? I have a few people entering the chamber already, but not all. I have the next area planned, but I need to get some unanimity on the plan of action.


Male LN Human gestalt unchained monk/psion (kineticist) 6 | overmind 3 | Vigor 137/137 | Wound 36/36 | AC 30 t 23 ff 23 | CMB+21 CMD 36 | F+11 R+12 W+11 | Init +12 | Perc +13, SM +13 | Speed 50ft | Stunning Fist: 6/6 | Ki: 7/7 | Power Points: 55/73 | Psionic Focus: 2/2 | Mythic Power: 9/9 | Emissary: 1/1 | Eternal Hope: 1/1 | Hero points: 1 | Denied: 1/1 | Extended Attack: 8/8 | Empowered Attack: 7/7 | Active conditions: none

Who's left that hasn't entered?


Hamza at least, not sure who else.


Male Yaksha Shadow Lord Stalker 6/Harbinger 6(gestalt) Trickster 2(mythic), Mage Hunter 2

If I wasn't so busy over the next few days, and could focus on finishing Hamza, I almost think he could solo the Crimson Sentry. However, I'm out all day today helping my uncle move his business across town. And tomorrow I've got a wrestling show with my brother during the day that I will be attending and then another one tomorrow night that we'll be watching. Sun is outside work hopefully.

Tl:Dr Won't be able to finish Hanza in a timely manner. So won't know if I can actually beat down the golem on my own.


Hamza Mīnakshi wrote:

If I wasn't so busy over the next few days, and could focus on finishing Hamza, I almost think he could solo the Crimson Sentry. However, I'm out all day today helping my uncle move his business across town. And tomorrow I've got a wrestling show with my brother during the day that I will be attending and then another one tomorrow night that we'll be watching. Sun is outside work hopefully.

Tl:Dr Won't be able to finish Hanza in a timely manner. So won't know if I can actually beat down the golem on my own.

OK, then how about everyone else continues, and you can finish up on your own when you have a chance to finish updating? The characters can just split up for a second.


Male Clockspeaker Bard 6/Clockstopper Gunislinger 6/Genius 3 (Gestalt Necrotech Necros 6)(Spellcaster Incanter 3)(Prestigious Necromant 1) | Vitality: 84/84 | Wounds: 36/36 | AC: 35 | TAC: 31 | FFAC: 28 | Fort: 16 | Refex: 19 | Will: 17 | CMD: 33
Resources:
24 Spell Points|2/3 Dancing Lights|1/1 Faerie Fire|1/1 Entangle|1/1 Glitterdust|1/1 Deep Slumber|1/1 Missive|26/27 Rounds Bardic Perform|4/10 Hypertoxins|9/9 Mythic Power|

Well, taking a closer look at Tyren, he probably actually could talk the Golem down. Maybe. Depending on what it's will save is. If it's anything above a 17, then it'd be impossible. At 17, it starts at an estimated approximate of 20 rounds.


Lion Heart: Witch/Godling(6) | Vitality: 119 | Wounds: 62 | AC: 50 | T: 44 | FF: 37 | DR: 10/silver | Fort: +30 | Ref: +36 | Will: +29 | CMD: 39 | Init: 20 | Per: 22 | Speed: 150' | Low-light Vision | Darkvision: 60' | See in darkness | Immunity: Electricity / Inhaled poisons, gas, fog, or cloud-based attacks and spells | Resistance: Cold:10 |

Wild: 3d8 ⇒ (2, 6, 5) = 13


Male LN Human gestalt unchained monk/psion (kineticist) 6 | overmind 3 | Vigor 137/137 | Wound 36/36 | AC 30 t 23 ff 23 | CMB+21 CMD 36 | F+11 R+12 W+11 | Init +12 | Perc +13, SM +13 | Speed 50ft | Stunning Fist: 6/6 | Ki: 7/7 | Power Points: 55/73 | Psionic Focus: 2/2 | Mythic Power: 9/9 | Emissary: 1/1 | Eternal Hope: 1/1 | Hero points: 1 | Denied: 1/1 | Extended Attack: 8/8 | Empowered Attack: 7/7 | Active conditions: none

I won't know if Rokan could do better until I pick my feets. Now that all of the leveling info is gathered in one place, I expect I will do that tonight or earlier tomorrow.

That said, I agree with moving on as I know there will come more chances to test my character's changes :)


AC 39/36/36 | CMB/D 27/45 | Vig 151/151 Wnd 68/68 (20) | F+20 R +19, W +18; +2 vs. enchantments, +2 charm Init +24; Senses darkvision 120 ft., low-light vision*4; Perception +42 | Speed: 90 (Spider Climb + Dandelion Treat) | Defensive Abilities danger sense +2, evasion, uncanny dodge, vigor; DR 5/silver; Immune sleep, disease, enchan; Resist cold 10, electricity 10, fire 12; Fast Healing 2

I'm honestly not sure if we - even as a party - can beat this thing.
There are also clear hints from the GM that we're not meant too.
Don't waste your time guys ;)


Male Thri'Kreen UMonk 5/Psychic 5|Champion 3 | Vigor 71/71 Wounds 28/28 T14 | AC:38 T:27 Fl:31 | CMB: +10 CMD: 34 | F +9 R +10 W +9 | Init +10 | Perc: +12 Sense Motive +12
Resources:
Spells: 1st 5/7 2nd 4/5 | Ki pool 4/5 | Mythic Power 8/9
Current Effects:
Mage Armor, Resist Energy (Acid), Shield

I'd argue that, even if we could, there's no point. And of course Ri'Kli'Klek would rather the tombs be kept a dangerous place.


AC 39/36/36 | CMB/D 27/45 | Vig 151/151 Wnd 68/68 (20) | F+20 R +19, W +18; +2 vs. enchantments, +2 charm Init +24; Senses darkvision 120 ft., low-light vision*4; Perception +42 | Speed: 90 (Spider Climb + Dandelion Treat) | Defensive Abilities danger sense +2, evasion, uncanny dodge, vigor; DR 5/silver; Immune sleep, disease, enchan; Resist cold 10, electricity 10, fire 12; Fast Healing 2

You should totaly play that out :D


Anyone used there before? I think this could offer interesting RP possibilities and seems very Athasian https://www.d20pfsrd.com/gamemastering/other-rules/corruption/


Male Clockspeaker Bard 6/Clockstopper Gunislinger 6/Genius 3 (Gestalt Necrotech Necros 6)(Spellcaster Incanter 3)(Prestigious Necromant 1) | Vitality: 84/84 | Wounds: 36/36 | AC: 35 | TAC: 31 | FFAC: 28 | Fort: 16 | Refex: 19 | Will: 17 | CMD: 33
Resources:
24 Spell Points|2/3 Dancing Lights|1/1 Faerie Fire|1/1 Entangle|1/1 Glitterdust|1/1 Deep Slumber|1/1 Missive|26/27 Rounds Bardic Perform|4/10 Hypertoxins|9/9 Mythic Power|

It looks freakin' sweet, but no, never used it.


It would make sense for some of the characters more than others -- like Tyren could be tempted by the Promethean one where you gradually replace your body parts with inanimate objects.


Also thought everyone might find this article from Athas.org interesting based on our discussion of robots: http://athas.org/articles/athasian-warforged


Male Clockspeaker Bard 6/Clockstopper Gunislinger 6/Genius 3 (Gestalt Necrotech Necros 6)(Spellcaster Incanter 3)(Prestigious Necromant 1) | Vitality: 84/84 | Wounds: 36/36 | AC: 35 | TAC: 31 | FFAC: 28 | Fort: 16 | Refex: 19 | Will: 17 | CMD: 33
Resources:
24 Spell Points|2/3 Dancing Lights|1/1 Faerie Fire|1/1 Entangle|1/1 Glitterdust|1/1 Deep Slumber|1/1 Missive|26/27 Rounds Bardic Perform|4/10 Hypertoxins|9/9 Mythic Power|

If they have one for undeath, Tyren's looking increasingly like he's embracing that whole 'undertaker' part of his job with every detail I write into him as well.
Maybe he'd be tempted to slowly become some unholy fusion of undeath, refusing its' insidious power until such an occasion comes where he's at risk of death and that power becomes that much more tantalizing.
Maybe he's drowning, and a lack of a need to breath seems a good advantage for the price of iron lungs...


AC 39/36/36 | CMB/D 27/45 | Vig 151/151 Wnd 68/68 (20) | F+20 R +19, W +18; +2 vs. enchantments, +2 charm Init +24; Senses darkvision 120 ft., low-light vision*4; Perception +42 | Speed: 90 (Spider Climb + Dandelion Treat) | Defensive Abilities danger sense +2, evasion, uncanny dodge, vigor; DR 5/silver; Immune sleep, disease, enchan; Resist cold 10, electricity 10, fire 12; Fast Healing 2

Yeah that will certainly give you a warm welcome in any Athasian city and place :D


Male Clockspeaker Bard 6/Clockstopper Gunislinger 6/Genius 3 (Gestalt Necrotech Necros 6)(Spellcaster Incanter 3)(Prestigious Necromant 1) | Vitality: 84/84 | Wounds: 36/36 | AC: 35 | TAC: 31 | FFAC: 28 | Fort: 16 | Refex: 19 | Will: 17 | CMD: 33
Resources:
24 Spell Points|2/3 Dancing Lights|1/1 Faerie Fire|1/1 Entangle|1/1 Glitterdust|1/1 Deep Slumber|1/1 Missive|26/27 Rounds Bardic Perform|4/10 Hypertoxins|9/9 Mythic Power|

It's a hard life, having a questionable morality.


Male Thri'Kreen UMonk 5/Psychic 5|Champion 3 | Vigor 71/71 Wounds 28/28 T14 | AC:38 T:27 Fl:31 | CMB: +10 CMD: 34 | F +9 R +10 W +9 | Init +10 | Perc: +12 Sense Motive +12
Resources:
Spells: 1st 5/7 2nd 4/5 | Ki pool 4/5 | Mythic Power 8/9
Current Effects:
Mage Armor, Resist Energy (Acid), Shield

Actually on Athas having few morals is kind of expected. Slavery is common, most people obey evil sorcerer-gods, and killing someone because there's not enough water for both of you would be considered a regretable necessity.

It's just anything that looks like arcane magic that will get you murdered.


Even the Green Age wasn't super cuddly -- malcontents were punished by having their minds trapped in obsidian orbs, for example.


Tyren Lourofesh wrote:
It's a hard life, having a questionable morality.

First post for you up -- decided to parcel out the intervening story slowly -- you wake up in a cavern without memories.


Male Yaksha Shadow Lord Stalker 6/Harbinger 6(gestalt) Trickster 2(mythic), Mage Hunter 2

Seb, for our 1-3 psionic/life craft items,

Can we make these via the normal Magic Item Creation rules? Obviously substituting psionic powers for spells.

If so, how much do we determine our 'wbl'?

Or are we to just buy a them like normal?

Hamza's weapon is already named(Bloodwind), but aside from the benefits I get from ABP and various class features, is non-magical.

Should I give it some magic abilities, to go with the whole concept of named magic items? Or does just have a name/history suffice?


Lion Heart: Witch/Godling(6) | Vitality: 119 | Wounds: 62 | AC: 50 | T: 44 | FF: 37 | DR: 10/silver | Fort: +30 | Ref: +36 | Will: +29 | CMD: 39 | Init: 20 | Per: 22 | Speed: 150' | Low-light Vision | Darkvision: 60' | See in darkness | Immunity: Electricity / Inhaled poisons, gas, fog, or cloud-based attacks and spells | Resistance: Cold:10 |

Just to throw it out there, Cae can use Healing Hex (cure moderate wounds) on everyone 14 times per person each day.


Hamza Mīnakshi wrote:

Seb, for our 1-3 psionic/life craft items,

Can we make these via the normal Magic Item Creation rules? Obviously substituting psionic powers for spells.

If so, how much do we determine our 'wbl'?

Or are we to just buy a them like normal?

Hamza's weapon is already named(Bloodwind), but aside from the benefits I get from ABP and various class features, is non-magical.

Should I give it some magic abilities, to go with the whole concept of named magic items? Or does just have a name/history suffice?

use the rules for psionic items https://www.d20pfsrd.com/alternative-rule-systems/psionics-unleashed/equipm ent/psionic-items/creating-psionic-items/


Male Thri'Kreen UMonk 5/Psychic 5|Champion 3 | Vigor 71/71 Wounds 28/28 T14 | AC:38 T:27 Fl:31 | CMB: +10 CMD: 34 | F +9 R +10 W +9 | Init +10 | Perc: +12 Sense Motive +12
Resources:
Spells: 1st 5/7 2nd 4/5 | Ki pool 4/5 | Mythic Power 8/9
Current Effects:
Mage Armor, Resist Energy (Acid), Shield
Sebecloki wrote:
Even the Green Age wasn't super cuddly -- malcontents were punished by having their minds trapped in obsidian orbs, for example.

The basic idea of Athas is that things were bad and got worse, and then got worse again. XD


Male Clockspeaker Bard 6/Clockstopper Gunislinger 6/Genius 3 (Gestalt Necrotech Necros 6)(Spellcaster Incanter 3)(Prestigious Necromant 1) | Vitality: 84/84 | Wounds: 36/36 | AC: 35 | TAC: 31 | FFAC: 28 | Fort: 16 | Refex: 19 | Will: 17 | CMD: 33
Resources:
24 Spell Points|2/3 Dancing Lights|1/1 Faerie Fire|1/1 Entangle|1/1 Glitterdust|1/1 Deep Slumber|1/1 Missive|26/27 Rounds Bardic Perform|4/10 Hypertoxins|9/9 Mythic Power|

You know, it's pretty funny, but there's actually at least two ways that Arcane Magic could fix it's own mess without messing things up more. There's a style of magic that draws from the grey, as well as from the..What was it called, Azure Storm? That, if used with the more common life-enhancing spells, would be a net plus for the environment.
Problem is, it seems like studying Arcane Magic tends to make you too paranoid to pursue it for anything more than more power.


Sorry, had a bit of busyness last few days


Male LN Human gestalt unchained monk/psion (kineticist) 6 | overmind 3 | Vigor 137/137 | Wound 36/36 | AC 30 t 23 ff 23 | CMB+21 CMD 36 | F+11 R+12 W+11 | Init +12 | Perc +13, SM +13 | Speed 50ft | Stunning Fist: 6/6 | Ki: 7/7 | Power Points: 55/73 | Psionic Focus: 2/2 | Mythic Power: 9/9 | Emissary: 1/1 | Eternal Hope: 1/1 | Hero points: 1 | Denied: 1/1 | Extended Attack: 8/8 | Empowered Attack: 7/7 | Active conditions: none

The build rules have both of these statements about HOF:

Quote:
You can select up to 6 of these puppies. They count for feat slots.

and

Quote:
For Horrifically Overpowers Feats, you can only have 1 per level/mythic tier, so either 8/2 or 6/3 at the current build.

Also, for us psionically inclined folk, can "Full Casting Action" be taken as "Full Manifesting Action"? :)


Male Clockspeaker Bard 6/Clockstopper Gunislinger 6/Genius 3 (Gestalt Necrotech Necros 6)(Spellcaster Incanter 3)(Prestigious Necromant 1) | Vitality: 84/84 | Wounds: 36/36 | AC: 35 | TAC: 31 | FFAC: 28 | Fort: 16 | Refex: 19 | Will: 17 | CMD: 33
Resources:
24 Spell Points|2/3 Dancing Lights|1/1 Faerie Fire|1/1 Entangle|1/1 Glitterdust|1/1 Deep Slumber|1/1 Missive|26/27 Rounds Bardic Perform|4/10 Hypertoxins|9/9 Mythic Power|

So the idea is 1 per level/1 per mythic tier, I believe.

And you know what? Have you noticed how few of these abilities actually work with manifesting? It brings out the salt, man.


Male Weremonkey Rogue/Ranger/Trickster

I believe the first two(and the mythic book) were made *before* Dreamscarred Press began their work on converting psionics to PF.


Male Clockspeaker Bard 6/Clockstopper Gunislinger 6/Genius 3 (Gestalt Necrotech Necros 6)(Spellcaster Incanter 3)(Prestigious Necromant 1) | Vitality: 84/84 | Wounds: 36/36 | AC: 35 | TAC: 31 | FFAC: 28 | Fort: 16 | Refex: 19 | Will: 17 | CMD: 33
Resources:
24 Spell Points|2/3 Dancing Lights|1/1 Faerie Fire|1/1 Entangle|1/1 Glitterdust|1/1 Deep Slumber|1/1 Missive|26/27 Rounds Bardic Perform|4/10 Hypertoxins|9/9 Mythic Power|

Bah! All I hear is excuses. The guy was a former D&D writer. He knows that feats should be forward-compatible!


Rokan the Ascetic wrote:

The build rules have both of these statements about HOF:

Quote:
You can select up to 6 of these puppies. They count for feat slots.

and

Quote:
For Horrifically Overpowers Feats, you can only have 1 per level/mythic tier, so either 8/2 or 6/3 at the current build.
Also, for us psionically inclined folk, can "Full Casting Action" be taken as "Full Manifesting Action"? :)

I mean 'normal' HOF feats for the 'normal levels' and 'mythic HOF' for the mythic tiers. So 6 or 8 'normal ones' and 2 or 3 mythic ones.

Fine with manifesting action.


Just to address a general issue that's come up before:

I'm okay with rewriting the HOF feats about casting to apply to pisonics, spheres (sphere casters, not martials like the blacksmith), and veils. These are actually magic. The veil weaving classes are supposed to be a replacement for Incarnum, which is a magic system.

I'm not okay with applying them to stances, manuevers, and other martial systems that are quasi-magic.


Male Clockspeaker Bard 6/Clockstopper Gunislinger 6/Genius 3 (Gestalt Necrotech Necros 6)(Spellcaster Incanter 3)(Prestigious Necromant 1) | Vitality: 84/84 | Wounds: 36/36 | AC: 35 | TAC: 31 | FFAC: 28 | Fort: 16 | Refex: 19 | Will: 17 | CMD: 33
Resources:
24 Spell Points|2/3 Dancing Lights|1/1 Faerie Fire|1/1 Entangle|1/1 Glitterdust|1/1 Deep Slumber|1/1 Missive|26/27 Rounds Bardic Perform|4/10 Hypertoxins|9/9 Mythic Power|

Makes sense. IL is so easy to raise, anyway.

EDIT: You know, as a player, I recognize fully that this is a terrible idea and is probably going to backfire on me horribly, but man, Tyren really had no chance given the kind of upbringing and motivations he has.


Tyren Lourofesh wrote:

Makes sense. IL is so easy to raise, anyway.

EDIT: You know, as a player, I recognize fully that this is a terrible idea and is probably going to backfire on me horribly, but man, Tyren really had no chance given the kind of upbringing and motivations he has.

Well, one thing I want to do in this campaign is leave space for crazy stuff like assuming corruptions, player on player combat, and other insanity that you'd not normally be allowed to do.


Male Yaksha Shadow Lord Stalker 6/Harbinger 6(gestalt) Trickster 2(mythic), Mage Hunter 2

So as to avoid things I actually shouldn't know, is the spoiler stuff with Tyren taking place in the room Hamza just teleported into?

If it is, I'll read the spoilers if there's any conversation taking place that Hamza could hear. Otherwise, I won't read em.

Also,

While Hamza is, in fact, evil and kinda power hungry, he(and I) have no real desire to engage in player on player combat. Unless the PCs try to interfere with both his goals and those of his House. Even then, PvP won't be his first option.

It would seem Devapala's stated goals align with his.

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