Legendary Planet - Goblins in Spaaaace!!! (Inactive)

Game Master Zesdead

The 'Legendary Planet' Adventure Path from Legendary Games.

Book 1, 'To Worlds Unknown'

...in which, our unlikely heroes find themselves on the unknown world of Argosa...

Party Health
Ravboom: 11/36HP, 3 Hero Points
Palomia Kasic: 24/24HP, 3 Hero Points
Relas: 10/26HP
Vael Dahl: 6/22HP, 3 Hero Points
Blekk: 22/35HP, 3 Hero Points

Maps
Lomrick's Laboratories
Zel-Argose


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Male Monkey Goblin Alchemist (Beastmorph/Vivisectionist) 4 |Trickster 1| HP 6/35 | AC 17, Touch 12, FF 16 (19/12/18 w/ Mutagen) | CMD 18 | Fort +6, Ref +6, Will +1 | Init. +3 | Perception +7, Climb +16

Yeah, from what I could tell they could have either just woken up and just come sprinting up behind us (after all, we didn't really explore all of Garslit, right?) or they would be on the other side, wherever Argosa is.


Inactive

Not to mention I'm guessing that once we get to Argosa there'll be some more race options opened up for potential recruits :)


Yeah, I'll have a little think about recruitment...

Grand Lodge

Male Goblin Fighter(Titan Fighter) 3, Champion 1 | HP [29/39] | AC 15, FF 14, T 11 | Fort +6, Ref +2, Will +1 | Init +1 | Darkvision 60', Perception +3, Bravery +2, Rage 6/day

Good luck with life, Glob!


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Congratulations!!! not only have you all escaped a terrible fate at the Garsilt Research Facility, you have also, the moment that you stepped through the gate, awoken a sleeping potential within yourselves... Each of you gains a Mythic Tier!!! Note that the Mythic Feat associated with this Mythic Tier is automatically selected for you as below:

Morphic Nature
Each time you traverse an interplanetary gate, you automatically adapt and acclimate to a new world.
Benefit: When passing through an interplanetary gate, you experience an instantaneous and permanent physical transformation to facilitate survival on a new world. This includes environmental compatibility with the local atmosphere (as determined by the planetary atmosphere at the time of the gate’s crafting, but not the ability to survive in a hard vacuum). You also acclimate to local diseases, such that you still prove susceptible to disease, but retain no special vulnerability to alien pathogens on other worlds. You also learn the rudiments of the local Common language, speaking, reading, and writing a passable dialect (though this may not become evident until interacting with a given world’s native inhabitants). When you pass through a gate to another planet, these benefits are lost or exchanged for acclimation to the new world.

I am going to assume it will take you a couple of days to work out which mythic path you'll take... so that's probably your jobs for the next day or so... and we'll pick up the story proper once you are ready...

w.r.t Recruitment, I am still considering it but I am giving one of the players in the other Legendary Planet game a few more days to post (they've been AWOL with computer issues for nearly a month)... if they don't return, I will be running a 'joint' recruitment activity for both games...


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

Are we also gaining a level, or just a mythic level?


Ravboom wrote:
Are we also gaining a level, or just a mythic level?

Just a Mythic Tier for now... Level 3 isn't very far away but I'd like to separate the two...


Inactive

Woohoo! I'll try to get Palo's stuff taken care of within the next day or two :)


Male Monkey Goblin Alchemist (Beastmorph/Vivisectionist) 4 |Trickster 1| HP 6/35 | AC 17, Touch 12, FF 16 (19/12/18 w/ Mutagen) | CMD 18 | Fort +6, Ref +6, Will +1 | Init. +3 | Perception +7, Climb +16

Think I'm all set, I took Trickster as my path after all. My HP went up by 4, but since my part of the encounter hasn't been fully completed yet, not sure if I should update that on here. It'll be 21 once we're out of combat and everything. I feel like Assured Drinker was a decent choice for me-I don't have to worry about AoOs for drinking potions/extracts, and I can now do it as a swift action by expending mythic power. Yay action economy!


Blekk D'spessmun wrote:
Think I'm all set, I took Trickster as my path after all. My HP went up by 4, but since my part of the encounter hasn't been fully completed yet, not sure if I should update that on here. It'll be 21 once we're out of combat and everything. I feel like Assured Drinker was a decent choice for me-I don't have to worry about AoOs for drinking potions/extracts, and I can now do it as a swift action by expending mythic power. Yay action economy!

....aaaaah, sorry about that - Blekk experiences exactly what the other escapees experience (just outright forgot to PM you)... the klaven that you fell into the portal with - it disappears into the blackness as you fall into the void... and then it's the stars, etc...

Grand Lodge

Male Goblin Fighter(Titan Fighter) 3, Champion 1 | HP [29/39] | AC 15, FF 14, T 11 | Fort +6, Ref +2, Will +1 | Init +1 | Darkvision 60', Perception +3, Bravery +2, Rage 6/day

So not only did we travel through the Stargate, but we're now affected by interplanetary travel like Sora traveling to different worlds? This is a GREAT game!!

Working on my mythic tier, going for champion, might dual path into guardian, not sure yet.


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

Mythic Feat : Dual Path (Guardian & Champion)
Mythic Abilities : Sudden Block & Fleet Charge
MP : 5
HP : +5
Hard to Kill, Surge (1d6)
Path Ability (Champion) : Limitless Range

Rav's pistol now has no maximum range, and has a range increment of 100ft, meaning he can make RTA's out to 100 ft. If he can find a modern firearm on the advanced planets, he can make RTA out to 25x range increment. :) Rav happy.

New Char Sheet

I'll update profile when we kick back off again (or when I have time).


Inactive

Mythic Path: Archmage
Mythic Feat: Dual Path (Guardian)
Mythic Power: 5
Archmage Arcana: Wild Arcana
Guardian's Call: Beast's Fury
Path Ability: Abundant Casting (Archmage)

Palomia also gains +3 HP as well as Surge (1d6) and Hard to Kill.

Not only is Palo now a slightly more versatile caster but she also gets a little more bang for her buck out of her spells as far as targets affected goes! And she can even give Relas a bit of a combat boost when/if the situation calls for it. Yay :)


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

May I suggest you go Guardian Dual Path (Archmage)? You'll get 5 HP instead of 3, and everything else will be the same.


Inactive

Heh! That works too :3


Male Monkey Goblin Alchemist (Beastmorph/Vivisectionist) 4 |Trickster 1| HP 6/35 | AC 17, Touch 12, FF 16 (19/12/18 w/ Mutagen) | CMD 18 | Fort +6, Ref +6, Will +1 | Init. +3 | Perception +7, Climb +16

Wait, so do we get an additional feat besides Morphic Nature? I thought we were locked into that one, kinda.


Inactive

Derp, you're right. I'll edit my stuff accordingly and drop the Dual Path stuff for the time being!


Yeah, sorry... Morphic Nature is your feat for this first Mythic Tier - there are, according to the developers of the Adventure Path, going to be a number of Checks and Balances to ensure Mythic is a 'managed' beast... The plan is for four tiers of Mythic...and, as you have seen, some of the feats will be chosen for you.


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

Does that mean we can take 'Dual Path' at tier 2? Or are we forever locked out of that?


The next opportunity to gain a Mythic Feat is at Tier 3, and - as far as I know, that may be the only Mythic Feat you actually choose - unless the scope of the adventure increases Mythic to Tier 5...


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

So... no dual path then.


Inactive

Okay, Palo's mythic stuff readjusted! Since there won't be many mythic tiers I decided to stick with Archmage for the time being.


Just waiting on you folks getting your Mythic Paths / Upgrades sorted and then we can get back on this crazy train!!! Don't forget to update your character header so that all of your key stats are available without having to navigate into individual character sheets... thanks!!!!


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

Updated, although it's not as if much really changes. +1 Init and 3 to 5 HP. :)


Inactive

Palo should be good to go; her Mythic Power uses are now on her header and her HP has been updated :)


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

Not sure if it's worth putting the MP up, it's the same for everyone, and we usually mark our current in the posts, since updating the profile is a pain.

Grand Lodge

Male Goblin Fighter(Titan Fighter) 3, Champion 1 | HP [29/39] | AC 15, FF 14, T 11 | Fort +6, Ref +2, Will +1 | Init +1 | Darkvision 60', Perception +3, Bravery +2, Rage 6/day

Mythic Path: Champion
Mythic Feat: Morphic Nature
Mythic Power: 5
Champion's Strike: Sudden Strike
Path Ability: Always A Chance

Here's my new stuff, will have my profile updated shortly.


Male Monkey Goblin Alchemist (Beastmorph/Vivisectionist) 4 |Trickster 1| HP 6/35 | AC 17, Touch 12, FF 16 (19/12/18 w/ Mutagen) | CMD 18 | Fort +6, Ref +6, Will +1 | Init. +3 | Perception +7, Climb +16

Think I'm good to go! Profile's all updated, everything looks good.


Awesome... let's get on with the show!!!


Inactive

Happy Thanksgiving for all the U.S. folks and Happy Thursday for everyone! :)


Inactive

By the way do we have access to our mythic power already or do we need to rest first before the pool fills?


Palomia Kasic wrote:
By the way do we have access to our mythic power already or do we need to rest first before the pool fills?

You folks are Mythic straight away... have fun with it!!!


So, as yuletide approaches, I shall take my opportunity to crawl out from behind the GM's screen and wish you all a Happy Christmas (or other non-denominational greetings of the season)... I'm enjoying where this goblinoid expedition into the cosmos is going and, whilst I am sure things will slow down a little over the holidays, I am looking forward to seeing this continue!!!

...at some point in the New Year, I will also run a recruitment to get our numbers back up!!!


Male Monkey Goblin Alchemist (Beastmorph/Vivisectionist) 4 |Trickster 1| HP 6/35 | AC 17, Touch 12, FF 16 (19/12/18 w/ Mutagen) | CMD 18 | Fort +6, Ref +6, Will +1 | Init. +3 | Perception +7, Climb +16

Hey guys, I'm so so so sorry for my absence-my two jobs both ramped up simultaneously immediately following thanksgiving (I'm a substitute teacher and I also work at a catering company-both jobs get ridiculously busy around the holidays) and I've been basically working 12 hours a day, 7 days a week for the past month. I know I should've posted something, but it just kept slipping my mind. I'm really sorry for any inconvenience I caused, and I'll hopefully be getting back to something resembling an actual posting schedule within a day or two.


Male Monkey Goblin Alchemist (Beastmorph/Vivisectionist) 4 |Trickster 1| HP 6/35 | AC 17, Touch 12, FF 16 (19/12/18 w/ Mutagen) | CMD 18 | Fort +6, Ref +6, Will +1 | Init. +3 | Perception +7, Climb +16

Okay, so I have the trickster ability Fleet Charge, which lets me "Move up to my speed" as a swift action. Now, I think I need to find some clarification on this, because does that mean I can move, and then activate Fleet Charge and move again? Also, does that work for climb speeds? Because I'm faster on the walls than I am on the ground, so if I can Spiderman over everyone and then gank that boss guy, that could be cool.


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

My understanding is it's like this :

You spend a mythic point, and your swift action this round. You move up to your speed in any combination of movement types you have. That is, if you have 40ft of run and 60ft of climb, you could move 20ft to a wall, and then move 30ft along the wall (half run, half climb). At any point during that 20+30 ft of movement, you can make a single melee attack that ignores DR. Then you can take a move and standard (or full round) action. It basically gives you the ability to pounce + attack, or to double move + attack, or 1.5 move and attack twice.


Happy New Year folks!!! May 2017 bring you good times... and, here on the boards and your IRL games, great adventures.


Inactive

Happy New Year friends! :D


Inactive

By the way I'm not sure how Zed is planning to handle recruiting replacement PCs when the time comes, but I just thought of someone that I could either ask directly or simply point them to the new recruitment thread when it launches! Just a thought :)


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

Happy New Year everyone.

Sorry for my iffy posting, holidays were mostly preparing to get my father moved from Louisiana to Texas, then 3 days in an RV moving him.

Monday Night : No sleep due to Anxiety over moving him.
Tuesday : Pick up RV, Drive 11 hours from TX to LA
Tuesday Night : Sleep 6 hours
Wednesday : Pack up everything he owns into RV, Take him to visit brothers one last time, go by VA to get prescriptions (2.5 hours), eat Po-boys for lunch. 6PM Take off in RV.
Thursday : Arrive at Assisted Living Facility at 6AM. Get 1 hour nap, get up, start unloading RV. 9AM Get father into new facility. 11AM leave facility to take RV back to rental facility. Clean RV. 2PM Get home with lunch (first food since 4AM). 4PM Collapse.

So been a bit busy. Will get posts up later today.


Inactive

Oof, I'd say you've been a bit busy alright. Hang in there and we'll be here whenever you feel able to post :)


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

Level 3 : Gunslinger 1

Gain : Grit (1), Deeds (3), Gunsmithing
Retrain : Gunsmithing (1st level feat) to Goblin Gunslinger (Can wield medium firearms without penalty)

Gain :
Hitpoints : 8
BAB : +1
Saves : +2 Fort/+2 Reflex
Skills : Added new class skills for Gunslinger, spent 4 skill points
Feat : 3rd Level -> Point Blank Shot

Will update my profile when I get a chance.


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

Updated

@GM - I assume Rav can retool his gun up to a medium sized same version when he has some down time?

Grand Lodge

Male Goblin Fighter(Titan Fighter) 3, Champion 1 | HP [29/39] | AC 15, FF 14, T 11 | Fort +6, Ref +2, Will +1 | Init +1 | Darkvision 60', Perception +3, Bravery +2, Rage 6/day

Mmkay, here's the lowdown.

HP-> 29 + 6hd + 3 Con + 1 FCB = 39HP
Saves-> +1 Ref and Will
BAB-> +1
Skills-> +1 Perception and Survival
Class Ability-> Incredible Heft: Reduce penalty for oversized weapons by 1 (turns out I forgot to update my attack for the chain so now it's a lot better)
VMC-> Barbarian VMC: Rage 6/day


Inactive

Palomia Level Up!

+6 HP (Half HD + 1 + 1 Con)
+1 BAB
+1 Fort
+1 Reflex
+5 Skill Points (Diplomacy, Kn. Arcana, Kn. Planes, Spellcraft, UMD)
+2 Background Skill Points (Linguistics: Gnome, Profession: Scribe)
+1 Orison Known: Message
+1 1st Level Spell Known: Enlarge Person
FCB: +1 Eidolon Skill Point
Gain Class Ability: Summon Monster II
Gain VMC Sorcerer Ability: Heavenly Fire

Relas Level Up!

+7 HP (Half HD + 1 + 1 Con)
+1 BAB
+1 Will
+5 Skill Points (Acrobatics, Escape Artist x2, Perception, Stealth)
+1 Evolution Point (Add 'Magic Attacks' evolution)
Feat: Mythic Companion

Aside from figuring out a good feat for Relas and updating the profiles, I think I'm set!

*edit* Feat chosen and profiles updated!


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

When we recruit, we seriously need a healer.


Okay, I think we are in a position where we can go and recruit someone(s) straight into the game, Palomia has already identified one person who might be up for the game (Palomia - do you want to go ahead and just ask them via PM?) - given that we are looking to get back to six players, does anyone else know someone who might be up for some goblin related nonsense?

If not, I can happily stick a recruitment thread up... I am definitely needing one person (we lost someone in October) for the other game so it would likely be a bit of a global recruitment...


Inactive

Sure, I'll send them a PM and see what they think!


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

I don't think they should be limited to Goblins. It was a good premise for starting a game, but, trying to continue it will just stretch the reality of the concept beyond anything that makes sense. At this point, I think the races should probably be opened up. On the other hand, if they want to play something exotic, that might make sense, as the goblin band really doesn't care (after all, they let a longshanks and a talky talky cat hang out with them, after that, who cares if there's a four armed bug thingy that talks and wants to hang out too).


Inactive

Yeah, when I sent the PM I mentioned that we were at a point where it'd be feasible to make a PC using one of the races specifically designed for the AP or anything really - and that the other table needed a player as well if they were interested in the campaign but maybe wanted a slightly more 'standard' group makeup :)

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