Serinbaal the Lands of Torment ("Dark Sun" Homebrew Pathfinder 1e)

Game Master Sebecloki

Maps and Images:

Battlemaps:

Current Encounter Maps:

Plaza of Power: Sideview
Plaza of Power
Tarek Camp

The Lair of Kchac'Thraa the Inimitable: Overview

Shraagroom's Sporulation Chamber -- Battlemap: Round 6
The Lair of Kchac'Thraa the Inimitable: Shraagroom's Sporulation Chamber -- Battlemap: Round 4
The Lair of Kchac'Thraa the Inimitable: Shraagroom's Sporulation Chamber -- Battlemap: Round 3
The Lair of Kchac'Thraa the Inimitable: Shraagroom's Sporulation Chamber -- Battlemap
The Lair of Kchac'Thraa the Inimitable: Shraagroom's Sporulation Chamber -- Plain View

The Lair of Kchac'Thraa the Inimitable: The Door to Doom -- Battlemap

pngs/pdfs of battlemaps

PNG of Map w/ Tokens
PNG of Map w/out Tokens
The Lair of Kchac'Thraa the Inimitable - The Door to Doom pdf

Current Encounter Maps:

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

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

The Valley of Dust and Fire
The Tyr Region
The Tyr Region and the Valley of Dust and Fire

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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Lion Heart: CG Witch/Bard(10) | Vitality: 218 | Wounds: 144/31 | AC: 66| T: 60 | FF: 29 | DR: 10/silver | Fort: 46 | Ref: 46 | Will: 49 | CMD: 38 | Init: 51 | Per: 46 | Speed: 70' | Darkvision: 60' | See in darkness | Low-light Vision |
Sebecloki wrote:

What ability or skill check does this refer to:

Cae Leonidas wrote:
Cycling through divinations(Range: | Close:40' | Med:160' |):

Sometimes the divinations reference a range, though Medium is the default.


Cae Leonidas wrote:
Sebecloki wrote:

What ability or skill check does this refer to:

Cae Leonidas wrote:
Cycling through divinations(Range: | Close:40' | Med:160' |):
Sometimes the divinations reference a range, though Medium is the default.

I mean is this a class ability to referencing the Perception checks you're doing below what power or ability is the reference of 'divinations'


Lion Heart: CG Witch/Bard(10) | Vitality: 218 | Wounds: 144/31 | AC: 66| T: 60 | FF: 29 | DR: 10/silver | Fort: 46 | Ref: 46 | Will: 49 | CMD: 38 | Init: 51 | Per: 46 | Speed: 70' | Darkvision: 60' | See in darkness | Low-light Vision |

If one has the Divination Sphere, each other sphere you have gives you a specific thing you can search for: Alternate Divinations. So, it's like Detect Magic, but for other things, such as Alteration searches for creatures with the shapechanger type.

The perception check was related to the Illusion sphere & the other was Detect Magic auras.


Male Yaksha Shadow Lord Stalker 10/Harbinger 10(gestalt) Trickster 2(mythic), Mage Hunter 2

Okay guys, per Seb's last IG ooc post, let's see what we can pull off together.

Hamza doesn't have any craft skills that can help, but he does have a +13 in survival, to help gather ingredients.

He also this rather useful ability. It lets him make up to 40lbs of shadowy equipment, which lasts for 4 minutes.

Seb, technically Shadow Equipment fades one round after it leaves Hamza's possession. Would you allow him to spend a mythic power point to make the equipment last the full 4 minutes?

Ps, this is also how he made the flask in the ritual scene.

Shadow Equipment (Su): The nightblade can spend a shadow surge as a standard action to create a quasi-real object that weighs no more than 1 pound per nightblade level she possesses. The created gear is not truly real; a creature affected by any equipment made by the nightblade is entitled to a Will save to disbelieve the item, treating it as if it doesn’t exist. The equipment remains for 1 minute per nightblade level before fading away, although it disappears after one round if it leaves the nightblade’s possession. Creating equipment to an exact specification might require a Craft skill check, subject to GM discretion. The shadowstuff can replicate simple materials, such as wood, stone, glass, or metal, but it cannot contain any moving parts. The nightblade could use this ability to create a dagger or a rope, but not a flask of acid. Any created equipment is mundane, non-masterwork and cannot be magically enhanced by any means.


Female Half-Elf Alchemist (Eldritch Poisoner) 6 | Warder 6 | Guild Poisoner 2

My last draft sheet wasn't quite complete, being almost altogether lacking in mundane equipment not related to killing stuff. But it beggars belief that someone with a light load of half a ton would go walking around with nothing but knives, spear, shield, poison, and alchemist's lab, and I've been working on the assumption that I *have* stuff appropriate to my skillset. Including ingredients, hence this scene. Now working on a complete equipment loadout: ready by the weekend.

Furthermore: it occurs to me that, as Jin rifles through her pack and finds all the ingredients she needs, it will give her a better idea of exactly how she came to be brought to these tunnels. If she was basically teleported to these tunnels from Tyr, losing only most memory of when and how, then the herbs will be fresh, as will the erdlu. If she was rendered insensible and brought there by slower means, then the things in the pack have aged somewhat, which will be readily apparent. And if there are groceries there that she doesn't remember buying recently, then it will tell her that she's lost a substantial amount of time through either psionic memory modification or good old fashioned head trauma.

What does she find?


Jin En Mok wrote:

My last draft sheet wasn't quite complete, being almost altogether lacking in mundane equipment not related to killing stuff. But it beggars belief that someone with a light load of half a ton would go walking around with nothing but knives, spear, shield, poison, and alchemist's lab, and I've been working on the assumption that I *have* stuff appropriate to my skillset. Including ingredients, hence this scene. Now working on a complete equipment loadout: ready by the weekend.

Furthermore: it occurs to me that, as Jin rifles through her pack and finds all the ingredients she needs, it will give her a better idea of exactly how she came to be brought to these tunnels. If she was basically teleported to these tunnels from Tyr, losing only most memory of when and how, then the herbs will be fresh, as will the erdlu. If she was rendered insensible and brought there by slower means, then the things in the pack have aged somewhat, which will be readily apparent. And if there are groceries there that she doesn't remember buying recently, then it will tell her that she's lost a substantial amount of time through either psionic memory modification or good old fashioned head trauma.

What does she find?

It looks like the tenure between her disappearance from the tannery in Tyr, and her sudden awakening beneath Kalidnay was about a week.


And I do know what happened, and how this all connects, its just one strand of a more complicated story -- some pieces of it have already been put in place.


I need everyone to put their characters where they're supposed to be on the battlemap. There's probably a combat with ranged weapons coming up, and I need to be sure where everyone is before we start.


Lion Heart: CG Witch/Bard(10) | Vitality: 218 | Wounds: 144/31 | AC: 66| T: 60 | FF: 29 | DR: 10/silver | Fort: 46 | Ref: 46 | Will: 49 | CMD: 38 | Init: 51 | Per: 46 | Speed: 70' | Darkvision: 60' | See in darkness | Low-light Vision |

Also, is anyone exhausted?


Male Clockspeaker Bard 6/Clockstopper Gunislinger 6/Genius 3 (Gestalt Necrotech Necros 6)(Spellcaster Incanter 3)(Prestigious Necromant 1) | Vitality: 82/84 | Wounds: 36/36 | AC: 35 | TAC: 31 | FFAC: 28 | Fort: 16 | Refex: 19 | Will: 17 | CMD: 33
Resources:
22 Spell Points|2/3 Dancing Lights|0/1 Faerie Fire|1/1 Entangle|1/1 Glitterdust|1/1 Deep Slumber|1/1 Missive|14/27 Rounds Bardic Perform|4/10 Hypertoxins|7/9 Mythic Power|

Kind of. Took something known as All-Night, but I'd love to be able to wash that stuff out of my system, since it gives a -2 to all my skill checks.


Lion Heart: CG Witch/Bard(10) | Vitality: 218 | Wounds: 144/31 | AC: 66| T: 60 | FF: 29 | DR: 10/silver | Fort: 46 | Ref: 46 | Will: 49 | CMD: 38 | Init: 51 | Per: 46 | Speed: 70' | Darkvision: 60' | See in darkness | Low-light Vision |

Okay, I think Vyse is done: | Familiar: Vyse the Critic Lizard |

One of the things she can do is lessen or rid people of exhaustion.


Male Clockspeaker Bard 6/Clockstopper Gunislinger 6/Genius 3 (Gestalt Necrotech Necros 6)(Spellcaster Incanter 3)(Prestigious Necromant 1) | Vitality: 82/84 | Wounds: 36/36 | AC: 35 | TAC: 31 | FFAC: 28 | Fort: 16 | Refex: 19 | Will: 17 | CMD: 33
Resources:
22 Spell Points|2/3 Dancing Lights|0/1 Faerie Fire|1/1 Entangle|1/1 Glitterdust|1/1 Deep Slumber|1/1 Missive|14/27 Rounds Bardic Perform|4/10 Hypertoxins|7/9 Mythic Power|

Well. Lemme just see if there's an alchemical remedy for getting rid of alchemical substances in your body...


AC 29/27/21 | hp 90 | F+11*, R+14*, W+8* | Defensive Abilities evasion; Immune sleep, disease | Weaknesses light sensitivity Init +10 | Senses darkvision 60 ft., low-light vision; Perception +15 (14 on vision-based Perception checks.) Pic 1 | Pic 2 |

I am very surprised by the liberties taken regarding fish, water and other things.
From the GM it is one thing, but everything in that direction goes completely against the setting in my eyes and heavily runs the risk to destroy the flavor of the setting.

The Sea of Silt for example is named like that because it consists of actual silt.


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

Ri'Kli'Klek was exhausted.


Female Half-Elf Alchemist (Eldritch Poisoner) 6 | Warder 6 | Guild Poisoner 2
Amunet-Ra wrote:

I am very surprised by the liberties taken regarding fish, water and other things.

From the GM it is one thing, but everything in that direction goes completely against the setting in my eyes and heavily runs the risk to destroy the flavor of the setting.

I was running with Seb's earlier declaration that Nibenay mapped to Japan/China. That's rough, culinarily, without some kind of seafood.

It's already established that you can get some pretty remarkable results in locally defying Athas' environmental issues if you're willing to defile the s!+% out of somewhere else. I was envisioning some kind of incredibly dense, filthy, factory-fish-farming-meets-H.R.-Geiger kind of thing, probably powered by the life-force of sacrificed rebels, not actual Nibenese rivers and seas to fish from- and not something available to the hoi polloi, something restricted to Nibenay's upper crust. Presumably Jin learned how to cook with fish when she had to assassinate such a person.


Jin En Mok wrote:
Amunet-Ra wrote:

I am very surprised by the liberties taken regarding fish, water and other things.

From the GM it is one thing, but everything in that direction goes completely against the setting in my eyes and heavily runs the risk to destroy the flavor of the setting.

I was running with Seb's earlier declaration that Nibenay mapped to Japan/China. That's rough, culinarily, without some kind of seafood.

It's already established that you can get some pretty remarkable results in locally defying Athas' environmental issues if you're willing to defile the s#&* out of somewhere else. I was envisioning some kind of incredibly dense, filthy, factory-fish-farming-meets-H.R.-Geiger kind of thing, probably powered by the life-force of sacrificed rebels, not actual Nibenese rivers and seas to fish from- and not something available to the hoi polloi, something restricted to Nibenay's upper crust. Presumably Jin learned how to cook with fish when she had to assassinate such a person.

Canonically, Nibenay is built next to sulfuric hot springs. I was imagining something Giger-esque like you're describing -- some sort of weird fish-farm/aquarium that is available to certain members of Nibenese society, and then some familiarity with whatever super armored cray fish/other crustaceans/weird fish live in super heated hot springs.

I'm actually making Athas worse ecologically than the most common fan sources. The most popular fan map I linked for the world just adds some more normal water in the northern hemisphere. I'm adding oceans of noxious chemicals, and staying with the idea that the Last Sea of Saraagar is really and truly the last sea.


AC 29/27/21 | hp 90 | F+11*, R+14*, W+8* | Defensive Abilities evasion; Immune sleep, disease | Weaknesses light sensitivity Init +10 | Senses darkvision 60 ft., low-light vision; Perception +15 (14 on vision-based Perception checks.) Pic 1 | Pic 2 |

Sounds...not good^^

When i understood you right, the druid is cloaked and therefore invisible?
Amunet-Ra has and cannot have any clue about druids or robots as far as i know, so she should just see a vague shape of something scorpion like.
Saying it might be a construct was from ic perspective already too much actually.


The drakes are invisible. Ito the druid is not.


Female Half-Elf Alchemist (Eldritch Poisoner) 6 | Warder 6 | Guild Poisoner 2

By the way, since several characters have commented on it- Jin isn't so much 'unimpressed by all the water' as she is a very focused person, and one perhaps overused to concealing her first impression of a person or situation until she's totally confident it's safe to do so. When we crossed the barrier, the water was relevant mostly as a demonstration of how powerful this potential foe was, and as concealment: she was treating it as part of the tactical Problem to Solve. Now the drakes and their companion are part of a social Problem to Solve instead, and expressions of awe and wonder are an acknowledgment of the strength of their position and an implicit admission of weakness. Once negotiations conclude (as well as our surprise fight), *then* the seen-it-all facade will crack.


Male Yaksha Shadow Lord Stalker 10/Harbinger 10(gestalt) Trickster 2(mythic), Mage Hunter 2

I think Amunet meant 'droid' not drake or druid, lol


Male Clockspeaker Bard 6/Clockstopper Gunislinger 6/Genius 3 (Gestalt Necrotech Necros 6)(Spellcaster Incanter 3)(Prestigious Necromant 1) | Vitality: 82/84 | Wounds: 36/36 | AC: 35 | TAC: 31 | FFAC: 28 | Fort: 16 | Refex: 19 | Will: 17 | CMD: 33
Resources:
22 Spell Points|2/3 Dancing Lights|0/1 Faerie Fire|1/1 Entangle|1/1 Glitterdust|1/1 Deep Slumber|1/1 Missive|14/27 Rounds Bardic Perform|4/10 Hypertoxins|7/9 Mythic Power|

Ah man, wish I had a perception check that made it worth trying whatsoever to search for this thing. I have both Faerie Fire and glitterdust as SLAs--Wouldn't even realize everyone could see it until it's too late.


AC 29/27/21 | hp 90 | F+11*, R+14*, W+8* | Defensive Abilities evasion; Immune sleep, disease | Weaknesses light sensitivity Init +10 | Senses darkvision 60 ft., low-light vision; Perception +15 (14 on vision-based Perception checks.) Pic 1 | Pic 2 |

Sorry i was talking about the droid, not the druid.


Female Half-Elf Alchemist (Eldritch Poisoner) 6 | Warder 6 | Guild Poisoner 2

I think posting slowed somewhat because we're expecting to be imminently attacked by this thing. Contextually, though, it's been there for a while, and if it hasn't noticed that it's been made, an attack might not be imminent.

Does anyone want to kick things off by initiating this fracas themselves- perhaps letting our host know what's up before we do that?


Lion Heart: CG Witch/Bard(10) | Vitality: 218 | Wounds: 144/31 | AC: 66| T: 60 | FF: 29 | DR: 10/silver | Fort: 46 | Ref: 46 | Will: 49 | CMD: 38 | Init: 51 | Per: 46 | Speed: 70' | Darkvision: 60' | See in darkness | Low-light Vision |

I am waiting on the DM's response to our actions.


Male LN Human gestalt unchained monk/psion (kineticist) 12 | overmind 3 | Vigor 746/746 | Wound 76/76 | DR 3/-*, AC 51 t 42 ff 32 | CMB+61 CMD 71 | F+42 R+45 W+34 | Init +41 | Perc +21, SM +21 | Speed 70ft | Stunning Fist: 12/12 | Ki: 12/12 | Power Points: 182/182 | Psionic Focus: 2/2 | Mythic Power: 9/9 | Emissary: 1/1 | Eternal Hope: 1/1 | Hero points: 1 | Denied: 1/1 | Empowered Attack: 2/2 | Extended Attack: 3/3 | Widen Attack: 3/3 | Extra Meta-Attacks: 5/5 | Active conditions: Biofeedback, Ethereal (1m)

Amunet *secretly* told us about the droid. I was pondering whether it was prudent to say "Oh, is this one of yours?" to Ito and confirm it's "dark bug's" or not.

Was also curious about the cooking result :)


I was visiting my parents for a day out in the country, so I'm just catching up now -- does anyone want to weigh in on the raining/cloaking question. I feel like this is a gray area we have to make up some rules. It seems like that should reduce the effect on AC at least a little bit somehow.

The idea I have here is its like a second generation Romulan cloaking device where you can fire weapons while cloaked, which is similar to Greater Invisibility.

Also, I'm just going to give you a heads up that the stats for this thing are going to be crazy b/c it's a 10-1 fight along with a high level druid/ranger ally, 2 dragons, and his companion animals (plus yours) -- it's going to have tons of high power attacks and unusual buffs to account for that, and it won't be a 1 Round combat.


Everyone is clearly not where they're currently supposed to be on the map based on the IG dialogue. Please go ahead and move your icon if you haven't already done so --


Male LN Human gestalt unchained monk/psion (kineticist) 12 | overmind 3 | Vigor 746/746 | Wound 76/76 | DR 3/-*, AC 51 t 42 ff 32 | CMB+61 CMD 71 | F+42 R+45 W+34 | Init +41 | Perc +21, SM +21 | Speed 70ft | Stunning Fist: 12/12 | Ki: 12/12 | Power Points: 182/182 | Psionic Focus: 2/2 | Mythic Power: 9/9 | Emissary: 1/1 | Eternal Hope: 1/1 | Hero points: 1 | Denied: 1/1 | Empowered Attack: 2/2 | Extended Attack: 3/3 | Widen Attack: 3/3 | Extra Meta-Attacks: 5/5 | Active conditions: Biofeedback, Ethereal (1m)

Moved on the map. I see Jin over there and I was helping cook, so probably there?


Wherever you think you should be -- the droid's attacks are stuff with cones and lines of certain distance, so I do need to know where everyone is for when it takes its (2! (Dual Initiative!) turns every round.


Male Yaksha Shadow Lord Stalker 10/Harbinger 10(gestalt) Trickster 2(mythic), Mage Hunter 2
Sebecloki wrote:
Everyone is clearly not where they're currently supposed to be on the map based on the IG dialogue. Please go ahead and move your icon if you haven't already done so --

Don't know where you think Hamza should be. Pretty sure he's where I want him to be. Will take suggestions if you think he should be elsewhere.


Hamza Mīnakshi wrote:
Sebecloki wrote:
Everyone is clearly not where they're currently supposed to be on the map based on the IG dialogue. Please go ahead and move your icon if you haven't already done so --
Don't know where you think Hamza should be. Pretty sure he's where I want him to be. Will take suggestions if you think he should be elsewhere.

It's not everyone -- but some characters are still on the stairs when their IG posts suggest they're on the island.


AC 29/27/21 | hp 90 | F+11*, R+14*, W+8* | Defensive Abilities evasion; Immune sleep, disease | Weaknesses light sensitivity Init +10 | Senses darkvision 60 ft., low-light vision; Perception +15 (14 on vision-based Perception checks.) Pic 1 | Pic 2 |

Link to rules for rain

Drizzle: Drizzle reduces visibility to three-quarters of the normal range, imposing a –2 penalty on Perception checks. It automatically extinguishes tiny unprotected flames (candles and the like, but not torches).

Rain: Rain reduces visibility ranges by half, resulting in a –4 penalty on Perception checks. Rain automatically extinguishes unprotected flames (candles, torches, and the like) and imposes a –4 penalty on ranged attacks.

Invisibility grants a 50% miss chance unless there's some other way than sight to find the target like blindsense.
Cloaking device should probably grant the same.


Male Clockspeaker Bard 6/Clockstopper Gunislinger 6/Genius 3 (Gestalt Necrotech Necros 6)(Spellcaster Incanter 3)(Prestigious Necromant 1) | Vitality: 82/84 | Wounds: 36/36 | AC: 35 | TAC: 31 | FFAC: 28 | Fort: 16 | Refex: 19 | Will: 17 | CMD: 33
Resources:
22 Spell Points|2/3 Dancing Lights|0/1 Faerie Fire|1/1 Entangle|1/1 Glitterdust|1/1 Deep Slumber|1/1 Missive|14/27 Rounds Bardic Perform|4/10 Hypertoxins|7/9 Mythic Power|

Well, shoot. I was actually kind of hoping to use the robot against the mushrooms, but I guess I'm going to have to proceed with plan B.

EDIT: It'll be good enough for us to know what square it's in with the rain, honestly.


AC 29/27/21 | hp 90 | F+11*, R+14*, W+8* | Defensive Abilities evasion; Immune sleep, disease | Weaknesses light sensitivity Init +10 | Senses darkvision 60 ft., low-light vision; Perception +15 (14 on vision-based Perception checks.) Pic 1 | Pic 2 |

Might not be fully understanding where is where on the map, but since i said she's walking out on the water and coming from there, i placed her more in the center.


Just want to run this past everyone -- I'm inclined to group animal buddy, eidolon + PC teams to one Initiative value.

You'll roll for both and take the highest and use that for both.

I'll do that with groups of villains as well. I want to keep every player with multiple entities able to post their actions for the round in one post to simplify matters.

Thus, Raxus and Cae and the lizard will act together at whichever Initiative value is highest.

Same for Jin and Gu, etc.


Male Yaksha Shadow Lord Stalker 10/Harbinger 10(gestalt) Trickster 2(mythic), Mage Hunter 2

Seb, even though my familiar isn't finished, can I have it cast spells on me or use class features I know it will have?


That's fine


Male Clockspeaker Bard 6/Clockstopper Gunislinger 6/Genius 3 (Gestalt Necrotech Necros 6)(Spellcaster Incanter 3)(Prestigious Necromant 1) | Vitality: 82/84 | Wounds: 36/36 | AC: 35 | TAC: 31 | FFAC: 28 | Fort: 16 | Refex: 19 | Will: 17 | CMD: 33
Resources:
22 Spell Points|2/3 Dancing Lights|0/1 Faerie Fire|1/1 Entangle|1/1 Glitterdust|1/1 Deep Slumber|1/1 Missive|14/27 Rounds Bardic Perform|4/10 Hypertoxins|7/9 Mythic Power|

I figure now's a good time to mention--My pets are currently descending from sub-orbital heights, so they should be joining us next time we see sunlight again.


sounds groovy


AC 29/27/21 | hp 90 | F+11*, R+14*, W+8* | Defensive Abilities evasion; Immune sleep, disease | Weaknesses light sensitivity Init +10 | Senses darkvision 60 ft., low-light vision; Perception +15 (14 on vision-based Perception checks.) Pic 1 | Pic 2 |

A common thing to do is that the GM rolls initiative for everyone.
Animal companions, familiars, etc. can just go on their owners initiative.
That's how i intend to do it probably.

Will everyone take a companion?


Why doesn't everyone go ahead and copy the Initiative score for their characters and companions so I can just make a template to use in the future


Lion Heart: CG Witch/Bard(10) | Vitality: 218 | Wounds: 144/31 | AC: 66| T: 60 | FF: 29 | DR: 10/silver | Fort: 46 | Ref: 46 | Will: 49 | CMD: 38 | Init: 51 | Per: 46 | Speed: 70' | Darkvision: 60' | See in darkness | Low-light Vision |

Mine is +20


Male Clockspeaker Bard 6/Clockstopper Gunislinger 6/Genius 3 (Gestalt Necrotech Necros 6)(Spellcaster Incanter 3)(Prestigious Necromant 1) | Vitality: 82/84 | Wounds: 36/36 | AC: 35 | TAC: 31 | FFAC: 28 | Fort: 16 | Refex: 19 | Will: 17 | CMD: 33
Resources:
22 Spell Points|2/3 Dancing Lights|0/1 Faerie Fire|1/1 Entangle|1/1 Glitterdust|1/1 Deep Slumber|1/1 Missive|14/27 Rounds Bardic Perform|4/10 Hypertoxins|7/9 Mythic Power|

Tyren's +15
Captain Alexanders's +20
Shines Against the Dark is +49

Of special note is the fact that Shines Against the Dark is capable of basically networking one other person into his initiative count, via his virtual levels in Vizier

I also kind of forgot I had A'Kyer, because he's literally just supposed to be a source of poison, so I've actually got to rebuild him to the rules set(Going to see how far out of combat I can get A'Kyer--Since he was never intended to be a battle pet), so I guess I've got to fix him.


AC 29/27/21 | hp 90 | F+11*, R+14*, W+8* | Defensive Abilities evasion; Immune sleep, disease | Weaknesses light sensitivity Init +10 | Senses darkvision 60 ft., low-light vision; Perception +15 (14 on vision-based Perception checks.) Pic 1 | Pic 2 |

Iinitative is +24

+49 Initiative? And you have 3 companions built after the companion rules? :| This is becoming real crazy.


Male Clockspeaker Bard 6/Clockstopper Gunislinger 6/Genius 3 (Gestalt Necrotech Necros 6)(Spellcaster Incanter 3)(Prestigious Necromant 1) | Vitality: 82/84 | Wounds: 36/36 | AC: 35 | TAC: 31 | FFAC: 28 | Fort: 16 | Refex: 19 | Will: 17 | CMD: 33
Resources:
22 Spell Points|2/3 Dancing Lights|0/1 Faerie Fire|1/1 Entangle|1/1 Glitterdust|1/1 Deep Slumber|1/1 Missive|14/27 Rounds Bardic Perform|4/10 Hypertoxins|7/9 Mythic Power|

Well, I THOUGHT it was +49, but when I went back to account for all the +s, I added Dex in there, even though Dex was overwritten, so it's actually +44.
Improved Initiative: +4
Improved Initiative(Mythic): +3
Improved Initiative(Overpowered): +10, +17 thus far.
Supernatural Consciousness(Wis Replaces Init): +11
Battlefield Intuition(Wis on top of Init): +11, 39 thus far.
Battlefield Awareness(Commando Construct): +2(+3 due to HD), 42 thus far.
Christmas Tree Competence: +2, 44

As for the companions, most of these were built before the companion rules. Sadie was a holdover. The Corpse Puppet is a class feature, but even if I didn't have that, Half-Elves get a free animal companion, so I was always going to have an extra companion, and the Companion I got from buying the boon is still a scaling companion, even if it's only for poison.

That said, come to think of it, I *COULD* rebuild Sadie to *BE* The conjuration companion. It'd take some reworking, but it wouldn't be too difficult, I don't think.


AC 29/27/21 | hp 90 | F+11*, R+14*, W+8* | Defensive Abilities evasion; Immune sleep, disease | Weaknesses light sensitivity Init +10 | Senses darkvision 60 ft., low-light vision; Perception +15 (14 on vision-based Perception checks.) Pic 1 | Pic 2 |

Interesting 3PP feats.
With Battlefield Intuition and Impoved Initiative Overpowered i would get another +20 as well for 44 overall. And then improved initiative mythic.

It's fine, i don't really know your builds.
I'm overall a bit concerned about combats with so many participants, that's not something aimed at you.
We didn't have a lot of combats yet and they are very complicated, also the balancing is very hard.
I have to admitt, as a GM i wouldn't really know how to balance those combats either.

So, what you do with your companions is between them and you, just hoping you don't bring another 3+ participants to combats.

Since i found out that i have/had several feats i actually can't really use like i thought or that are of no use to me, i rebuild a little.
Eldritch heritage Serpentine fits Amunet-Ra very well and is giving me a snake familiar.
I planned that more as a fluff thing, but with the rules here it adds some real power.
Therefore i'm quite hesitant about it.
I'm probably going to take the familiar, but it's more of a tattoo.
It's name is "Ka" which means soul in old egyptian. A fragment of Amunet-Ras soul, which familiars actually are.
Most likely the familiar is not doing extra stuff, just occasionaly lend some powers to her.

One of the main reasons i'm hesitant about it is that i don't want to intrude into the realms and roles of others and further leave some behind powerwise.

Maybe we could have a little talk about what roles different characters take in this group (at least mainly) and specialize in, so that everyone has a stick?


As I said, this is over a 10-1 combat, so this robot is absolutely insanely dreadful -- multiple attacks with the highest damage effects of technological weapons, twice a round with the dual initiative, with a high level of shielding and a lot of hit points -- and isn't going to die in a round.

It's also a defiling corrupted annihilator scorpion battle droid, so it has the corruptive haze I referenced above I'm including in my defiling rules. I'm using rules from how dragons from the Iron Kingdoms setting exude a polluting aura to model it mechanically. It will be very nasty.


To hit +6 Init +10; Senses low-light vision; Perception +16 AC 19, touch 13, flat-footed 16 Vig 78/78 Wnd 38 (Threshold 16) Fort +8, Ref +5, Will +10;

HEy... I dont have a companion since I never wrote one up after the spirit, and since that was replaced with a character we lost.. Sorta never fixed it. But mine is...+7. I'm not fast, Just an average Shaman bloodrager ya'll


Ehawee wrote:
HEy... I dont have a companion since I never wrote one up after the spirit, and since that was replaced with a character we lost.. Sorta never fixed it. But mine is...+7. I'm not fast, Just an average Shaman bloodrager ya'll

On top of this page there's a spoiler tab called 'maps and images'

if you scroll through that there's a link called 'battlemaps' near the top, fifth link down. Our current map is there.

Above that, I also have 4 png files of current maps that can be viewed separately, without all the clutter of the character icons.

Finally, there's a link to the hexgrid schema below the 'battlemaps' link.


Lion Heart: CG Witch/Bard(10) | Vitality: 218 | Wounds: 144/31 | AC: 66| T: 60 | FF: 29 | DR: 10/silver | Fort: 46 | Ref: 46 | Will: 49 | CMD: 38 | Init: 51 | Per: 46 | Speed: 70' | Darkvision: 60' | See in darkness | Low-light Vision |
Ehawee wrote:
I think I'm placed right? I tend to stay mostly with the group, and I can't find the darn map. I feel stupid.

I moved you close to me on the island.

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