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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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'll probably play more into my role of numbers equalizer.

So, since we're ECL 16-ish, I imagine no epic feats?


Hamza Mīnakshi wrote:

Seb,

Are we holding off on the rebuild rules(6/6 2/2 +6) or your proposed level up of 8/8 4/4 +8 or both?

I ask because if you're allowing the actual rebuild, but not the level up, that could change things quite a bit for the next couple of scenes.

The next thing we're going to do is go ahead and move up to 8//8 8//8mr + 8 cr. As I said above, I sort of imagine we'll stay there until the last part of the campaign in the inner planes. You can start working on a separate sheet for that if you want. I don't want to put a clock on it. Why doesn't even everyone just leisurely work on it and tell me in a few months or whatever when you're all done and we'll make the adjustment at a convenient story point then.


Tyren Lourofesh wrote:

I'll probably play more into my role of numbers equalizer.

So, since we're ECL 16-ish, I imagine no epic feats?

I'm not sure. Let me look at it.


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 |

Exchanging some feats would make a big difference for Rhokan.

-Having 2 psionic foci, either deep focus or a psicrystal with focus
-the feat for faster refocus
-mythic faster refocus where you can refocus both
-favored energy
-mythic favored energy
-empower psionic power
-maximize psionic power
-the mythic ability/feat that lets you apply metapsionics without expending focus or paying more pp, can be taken several times.

After this with fire you would get a +2 on every d6, 7d6+14 for energy ball fire i.e., maximize to 42+14, empower *2=84+28 with mythic favored energy for empower 100%. 112 damage on an area effect are already quite good. Now you could enwiden that^^

Then we had talked about those hopf that let you cast several times in a round to be valid for manifesting as well....

There's also a feat or something that let's you count as 4 caster levels higher for manifesting, meaning more damage. You just have to look after your power points.


Tyren Lourofesh wrote:

I'll probably play more into my role of numbers equalizer.

So, since we're ECL 16-ish, I imagine no epic feats?

It looks to me like you have to have ranks higher than 20 in a skill for most and maybe all epic feats. Your rank can't be higher than your level, if I understand the rules correctly, so I think you'd be limited to 16 ranks unless there's some work around I'm not aware of.

I think this material would also be more appropriate for the part of the campaign where we will go to the Inner Planes and visit the Great Dismal Delve of the Dao and the City of Brass.


Male Yaksha Shadow Lord Stalker 10/Harbinger 10(gestalt) Trickster 2(mythic), Mage Hunter 2
Sebecloki wrote:
The next thing we're going to do is go ahead and move up to 8//8 8//8mr + 8 cr. As I said above, I sort of imagine we'll stay there until the last part of the campaign in the inner planes. You can start working on a separate sheet for that if you want. I don't want to put a clock on it. Why doesn't even everyone just leisurely work on it and tell me in a few months or whatever when you're all done and we'll make the adjustment at a convenient story point then.

Does that mean I can go ahead and apply the unified rules to Hamza?

Gestalt archetypes, mythic paths, PrC, the new point buy, legendary item, +6 CR (right now, he only has a +2 CR template), etc??

I'm totally okay with waiting for some time for the actual level up, I'm just curious if I can make the above changes to Hamza, and have them come into effect in game now.


no, I don't want to apply the unified rules right now -- I want to focus on moving the game forward for a while. The next change I want to make is when we make everyone 8//8 4//4 +8cr based on the unified rules. I would start work on that in a separate file. I think we're going to have burn out if we rebuild at 6//6 6//6 + 6cr and then go up to 8//8 4//4 +8cr. I'm trying to fix all these games on one rule set without losing people to rebuild burnout.


map Half-fiend Imperial Foo Cat Fey Adept(Skulker)/Incanter/Symbiat(Invidian) 6

well as far as the 3.5 epic rules go, if you are using those, and skill ranks: those were made with the rules that a PC's ranks in a skill could not exceed level +3. Most entry epic feats required 24 ranks because that is how many youd have in a max rank skill at level 21.

so the PF equivalent to that would be to require 21 ranks in a skill.


But there's still the level = rank cap in PF as far as I'm aware, and thus no way a level 16 character could qualify correct?


Let's try to move this along -- there's basically three areas the PCs could go now:

(1) The wraith is in a volcanic shaft under this present cavern. It also contains the entrance to some high tech facilities.
(2) The seer is in a large egg-shaped chamber to the north with an attached shrine.
(3). The alchemist is in a big maw to the west.


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 |
Sebecloki wrote:
But there's still the level = rank cap in PF as far as I'm aware, and thus no way a level 16 character could qualify correct?

That is right.


Male Yaksha Shadow Lord Stalker 10/Harbinger 10(gestalt) Trickster 2(mythic), Mage Hunter 2
Sebecloki wrote:
no, I don't want to apply the unified rules right now -- I want to focus on moving the game forward for a while. The next change I want to make is when we make everyone 8//8 4//4 +8cr based on the unified rules. I would start work on that in a separate file. I think we're going to have burn out if we rebuild at 6//6 6//6 + 6cr and then go up to 8//8 4//4 +8cr. I'm trying to fix all these games on one rule set without losing people to rebuild burnout.

That's a bummer. I've been slowly working on updating Hamza to the new rules, and was looking forward to being able to play him after I finished the rebuild. Especially since I had no idea we were also going to be leveling up, lol.

I'm kinda just impatient to play him in his new, more powerful form, lol

Plus, as I said, if the rebuild came into effect now, the could have an interesting effect on these next few scenes. Not that Hamza might not able to create the same outcome, it would just be more likely if he had the rebuild rules.


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-Ra wrote:
Then we had talked about those hopf that let you cast several times in a round to be valid for manifesting as well....

Yup, he's got this and has used it a couple of times.


Hamza Mīnakshi wrote:
Sebecloki wrote:
no, I don't want to apply the unified rules right now -- I want to focus on moving the game forward for a while. The next change I want to make is when we make everyone 8//8 4//4 +8cr based on the unified rules. I would start work on that in a separate file. I think we're going to have burn out if we rebuild at 6//6 6//6 + 6cr and then go up to 8//8 4//4 +8cr. I'm trying to fix all these games on one rule set without losing people to rebuild burnout.

That's a bummer. I've been slowly working on updating Hamza to the new rules, and was looking forward to being able to play him after I finished the rebuild. Especially since I had no idea we were also going to be leveling up, lol.

I'm kinda just impatient to play him in his new, more powerful form, lol

Plus, as I said, if the rebuild came into effect now, the could have an interesting effect on these next few scenes. Not that Hamza might not able to create the same outcome, it would just be more likely if he had the rebuild rules.

But everyone else isn't done yet, or, as far as I know, anywhere near there, which presents a problem, otherwise I guess I wouldn't have an objection.


Hamza Mīnakshi wrote:
Sebecloki wrote:
no, I don't want to apply the unified rules right now -- I want to focus on moving the game forward for a while. The next change I want to make is when we make everyone 8//8 4//4 +8cr based on the unified rules. I would start work on that in a separate file. I think we're going to have burn out if we rebuild at 6//6 6//6 + 6cr and then go up to 8//8 4//4 +8cr. I'm trying to fix all these games on one rule set without losing people to rebuild burnout.

That's a bummer. I've been slowly working on updating Hamza to the new rules, and was looking forward to being able to play him after I finished the rebuild. Especially since I had no idea we were also going to be leveling up, lol.

I'm kinda just impatient to play him in his new, more powerful form, lol

Plus, as I said, if the rebuild came into effect now, the could have an interesting effect on these next few scenes. Not that Hamza might not able to create the same outcome, it would just be more likely if he had the rebuild rules.

Hamza:

Did you see my PM? I'll do a side game with you if you want to use your new build where we go into more depth about what exactly Hamza did when he went to Alaka to collect the assassins.


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 |

Don't know where everyone else is in the planning stage, just saying that I have a plan for the rebuild already and could start.


Male Halfling psion (nomad)/rogue (cutpurse+scout) 6 / elocater 2 / trickster 3 W 46 V 152/152 ~ AC44 tch36 ff25 ~ F+13 R+22 W+17 ~ CMD33; Init+29 Per+25; spot traps within 10' d20+29

Same here


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

Hazma is around 50% updated. I was slowly working on his update, but then paused to focus on my PC for Seb's Rise game. He is mostly ready for play, as a lot of what's left is picking feats, updating skills, choosing new maneuvers, and adding new class features.


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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 |

AMunet-Ra would be 70% done.
Tomorrow starts christmas time and family stuff for me, so i will be a bit busy untill after new year.
At least i'm halfway recovered from that damn flu.


If everyone wants to I'm fine, I just don't want to push anyone.

Also, I'm working like 70 hours next week in my lab -- I'll make a genuine attempt to update, but if I'm in radio silence for a couple of days, I'm just tired.


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

Considering the upcoming holidays, I'm sure most of us will be at least semi busy till the new year.

If the new rebuilds are officially approved, I will begin working on Hamza again.


Male Weremonkey Rogue/Ranger/Trickster

Reforged Advanced Study

Hey Seb, I know you probably won't be able to get to it any time soon, but when you are able to, can you let me know if my above proposed Reforged Advanced Study is acceptable or not?


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)

Rokan is 0% updated, but my holiday should actually provide me with some free time. I might take a swing at it and get some input before finalizing in the coming days.


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 partly updated Amunet-Ra. The rogue part and hopf are missing right now. Probably might go to level 11 though,since I gain a lot there.

Now she is monk shaman and rogue.
Got some backup healing and condition removing as well as some spells.
Not a primary caster though.
Focus on ranged combat and trip.

Also some good skills :D
I stayed with a snake as familiar which has no levels of anything yet.


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|
Sebecloki wrote:
Tyren Lourofesh wrote:

I'll probably play more into my role of numbers equalizer.

So, since we're ECL 16-ish, I imagine no epic feats?

It looks to me like you have to have ranks higher than 20 in a skill for most and maybe all epic feats. Your rank can't be higher than your level, if I understand the rules correctly, so I think you'd be limited to 16 ranks unless there's some work around I'm not aware of.

I think this material would also be more appropriate for the part of the campaign where we will go to the Inner Planes and visit the Great Dismal Delve of the Dao and the City of Brass.

There're a few work-arounds, but I'm not really invested enough in using epic feats to use 'em.


Just signaling that I'm still here and waiting when people are ready to resume.


Male Yaksha Shadow Lord Stalker 10/Harbinger 10(gestalt) Trickster 2(mythic), Mage Hunter 2
Tyren Lourofesh wrote:
[ooc]You are indeed correct, Hamza has initiative here--Which is impressive, since I built SADIE with getting everyone first in mind!--

To be fair, Hamza rolled a 16 to Sadie's 15. We have identical initiative modifiers. However, Hamza always has mythic Improved Initiative, so I could have spent a mythic power point to treat his Init as a 20. Just wasn't necessary as this fight isn't that serious.


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|
Hamza Mīnakshi wrote:
Tyren Lourofesh wrote:
[ooc]You are indeed correct, Hamza has initiative here--Which is impressive, since I built SADIE with getting everyone first in mind!--
To be fair, Hamza rolled a 16 to Sadie's 15. We have identical initiative modifiers. However, Hamza always has mythic Improved Initiative, so I could have spent a mythic power point to treat his Init as a 20. Just wasn't necessary as this fight isn't that serious.

Hey, when I mean impressive I'm being honest--My support pets are just that, support pets. I'm impressed on anyone finding the room in their build for initiative.

Then again, maybe that comes with the territory of builds that aren't super-convoluted.


How's everyone doing?


Male Yaksha Shadow Lord Stalker 10/Harbinger 10(gestalt) Trickster 2(mythic), Mage Hunter 2
Sebecloki wrote:
How's everyone doing?

Busy weekend, including an almost all day IRL game session. I will post tonight.


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 |

Completely overcrowded with projects at work and a deadline right in the new year.


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)
Sebecloki wrote:

I changed my mind and reworked some of the stats some; here is a re-summary of the vanguard.

** spoiler omitted **...

I have to ask... how do Barbarian16's have 16 attacks/round?!


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)

I'm racing to complete Rokan's rebuild, hoping that it can be used in this battle (aside from initiative, which we've already resolved).


Rokan the Ascetic wrote:
Sebecloki wrote:

I changed my mind and reworked some of the stats some; here is a re-summary of the vanguard.

** spoiler omitted **...

I have to ask... how do Barbarian16's have 16 attacks/round?!

I used this http://www.monsteradvancer.com to give them additional hit dice AND class levels. I'm pretty sure the attacks come from hit dice, since it increases base BAB+ right?


Rokan the Ascetic wrote:
I'm racing to complete Rokan's rebuild, hoping that it can be used in this battle (aside from initiative, which we've already resolved).

You can use bits of it if you're not done -- honestly this is the middle of a two week period I'm working every single day, including a lot of 12 and 16 hours shifts, so I barely have time to look at this right now -- I'm just trying to keep replying with SOMETHING to keep it going.


Male Yaksha Shadow Lord Stalker 10/Harbinger 10(gestalt) Trickster 2(mythic), Mage Hunter 2
Sebecloki wrote:
Rokan the Ascetic wrote:
Sebecloki wrote:

I changed my mind and reworked some of the stats some; here is a re-summary of the vanguard.

** spoiler omitted **...

I have to ask... how do Barbarian16's have 16 attacks/round?!
I used this http://www.monsteradvancer.com to give them additional hit dice AND class levels. I'm pretty sure the attacks come from hit dice, since it increases base BAB+ right?

I've never heard of that site, but in 3.0/3.5 and Pathfinder(possibly 4th and 5e as well), iterative attacks cap at 4. Regardless of how high your BAB/HD are.

Take a look at Orcus. He has 45 HD and a BAB of +45 as well, but he's only got 4 attacks with his weapon.

The only ways around this restriction is via two(or more) weapon fighting, or multiple natural weapons, like a dragon has.


There must be some reason because the generator isn't giving it to the tendrilocos, and it's only for the ogre's clubs, not the javelin -- I'll have to look at it more later and see if I can figure out what the reason is.


Male Weremonkey Rogue/Ranger/Trickster

The generator is broken, or built poorly.

This is from the Pathfinder Core Rulebook:

Scaling Powers: Hit dice, base attack bonuses, and saving throws continue to increase at the same rate beyond 20th level, as appropriate for the class in question. Note that no character can have more than 4 attacks based on its base attack bonus. Emboldened to draw attention.

It's also on page 407 of the physical book.


Monkeygod wrote:

The generator is broken, or built poorly.

This is from the Pathfinder Core Rulebook:

Scaling Powers: Hit dice, base attack bonuses, and saving throws continue to increase at the same rate beyond 20th level, as appropriate for the class in question. Note that no character can have more than 4 attacks based on its base attack bonus. Emboldened to draw attention.

It's also on page 407 of the physical book.

I'll just use the first 4 attacks then.


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

Gonna move this over here to prevent gameplay clutter:

Sebecloki wrote:
Miqeo wrote:

I'll take the initiative too, and also i already have up my illusion covering the hole they are coming through. it covers the entire hole to a depth of 30ft. Theyll all have to make saves to get through, and any who fail i will have them turn right back around and move to the opposite edge of the illusion from me (potentially blocking or hitting others in reality, but there is no mechanical basis for that technically as they can let their allies through, but if they choose to attack i will have them attack their own allies).

the illusion is a dark storm brimming with lightning elementals. any who pass through will have to make a save DC 46 will save (rolling twice, taking worst). It fools the same host of senses that all my illusions fool, though i think that doesn't matter based on the stats you posted for them. On a pass, they take half damage (modified appropriately for vulnerability); on a fail, they take 53 lightning damage, 79 if they are vulnerable which i believe most of them are. If they choose to attack any lightning elementals, I redirect their attacks to other myceloids and mounts. they make the same attack rolls and damage against their new targets. I also redirect any spells and abilities accordingly.

i use my actions to direct these illusions this round. doesn't matter when in the round i go, the same thing happens as long as i go before the enemies

Cutting and pasting for reference: can the monsters actually attack anyone at this point, or is everyone invisible, etc.?

The Shroommammoth and the two ogres can attack. All of the mycleoids, that are still alive, can move or attack, but their actions are controlled by Miqeo. Since it's illusion based, I'm not sure they would have any idea what's happening to them. They should act normally, especially since they failed their saves, and thus believe the shadow storm and elementals within to be completely real.


map Half-fiend Imperial Foo Cat Fey Adept(Skulker)/Incanter/Symbiat(Invidian) 6

to be super specific, i do not control their actions in the traditional sense, but once they choose to move, i get to choose the direction, and once they choose to attack, i get to choose the target.


Is anyone actually visible from the smroomammoth or ogres to attack?


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

Hamza is, as I didn't specifically say he was stealthing or going invisible.

Some of the other PCs might be. SADIE is visible, I think as well.


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I'll throw up a battlemap tomorrow; I'm finishing up a 56hr weekend of work.


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 |

Throwing out a reminder in case it applies, any weapon damage rolls add 3d4 fire damage


I honestly don't have the time right now to redo my battlemap -- let's just use approximate theater of the mind to move this forward.

Hamza, in terms of close, medium, and far range, what is the assumption for that approach about whether creatures moving as fast as a quickling could get to Hamza and attack? Tell me what you think a reasonable number of move actions is (1 was going to say 1 to close, and then 2 attack actions).


just bumping here -- anyone still around?


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

I believe we're all waiting on you, though I somehow missed your last question.

Hamza is actually rather close to the Shroommammoth, roughly 20ft or so away. Unsure how far that puts him from the ogres.


I was waiting on you to post the monster attacks -- the Shoommammoth will attack Hamza, as will the ogres.

EDIT: I'll update when I get home from work, I have to go in just a second.


I'm trying to fix the build rules summary -- what is the equation?

Is it CR 1 = 2 gestalt base class levels or CR 1 = 1 gestalt base class levels.

We need to lay out all the options -- I helped design these rules and I'm getting confused

6//6 3//3 (MR) 6CR
7//7 3//3 (MR) 5CR
8//8 4//4 (MR) 4CR
9//9 4//4 (MR) 3CR
8//8 4//4 (MR) 2CR
9//9 4//4 (MR) 1CR

10//10 4//4 (MR)
12//12 3//3 (MR)
12//12 2//2 (PrC) 2//2 (MR)
12//12 4//4 (PrC) 1//1 (MR)

6//6 1//1 (PrC) 3//3 (MR) 5CR
6//6 2//2 (PrC) 3//3 (MR) 4CR
6//6 3//3 (PrC) 3//3 (MR) 3CR
6//6 4//4 (PrC) 2//2 (MR) 2CR
6//6 5//5 (PrC) 1//1 (MR) 1CR
6//6 6//6 (PrC) 1//1 (MR)

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