Mythic 6 - Tar-Baphon's final trap and the world left untouched.

Game Master Davachido

Initiative:
Initiative order: Amelia, Dreyyn, Demons, Nethan, Elise, Elves

Current Map


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Inactive

So... what if we decide to do something really crazy, and the entire party grabs ahold of Captain Moretti?


Female Human (Ulfen) | Status: | Hp 99/99 [117/117] | AC 18, Touch 11 [9], FF 17 | CMD 21 [23] | Fort +12 [+15], Ref +4 [+5], Will +3 [+5] +2 vs enchantment, sleep | Resist Fire 10 | Improved Uncanny Dodge | Per +9 | Init +5 [+7]

Random thought: I don't think the 'emergency teleport' and 'Moretti grabbing' are connected...

It's probably going to go down more like this.

Just sayin' :P


Female Human (Ulfen) | Status: | Hp 99/99 [117/117] | AC 18, Touch 11 [9], FF 17 | CMD 21 [23] | Fort +12 [+15], Ref +4 [+5], Will +3 [+5] +2 vs enchantment, sleep | Resist Fire 10 | Improved Uncanny Dodge | Per +9 | Init +5 [+7]

Quick question: What is that round thing on the map behind Moretti from Elise point-of-view?

(And if that should be a well or something, how flimsy is the wall between that and Moretti look?)


Inactive

Oh, I get it now!

-Posted with Wayfinder


AC 13(17). F+2 R+5 W+5. Per +5 Init +9. HP 44/44 MP 2/9 Pre 3/5 WCM 5/6 AR 3/9 BoH 1/1 1st 3/6 2nd 4/6 3rd 3/4

I am in the southern hemisphere - and indeed, civilisation almost crumbled - but fortunately the snow had gone by 11am.


Human Male Adult Incanter Archmage, L6/T4, HP:62/62, AC:24/T:24/FF:19, F:+4/R:+7/W:+6, Am.Init:+11, Prcptn:+11, CMB:+3, CMD:18, Speed:30', MPPs:10/11, LPPs:2/2, SPs:10/11, CMPs(BLK):6/6, Wand:35
SKILLS:
Acro:+10, Know(All,Exc:Martial)/(PL/Psi/Arc):+10/+12, SpellCraft:+18, Stealth:+10

Now is Moretti in the air or out of reach?


@Elise: It is indeed a well, the wall is flimsy enough that a mythic character could crush through it cinematically.

So far what has happened is: Amelia sprung away, Dreyyn has hacked off Moretti's arm holding him, Alþórel has contained the overall magic to just Moretti's square. So he's not out of reach for the moment, though I'm guessing Elise is going to chuck him through the wall into the well.


Also, I've been having a think of what to do with Spook since he either sits there or fights someone inconsequential. I'm not a big fan of having GMPCs but I might have something.

I can make a full stat sheet for him and each round you can choose a general command for him. Such as 'attack, support, defend, hinder an enemy, flank with me' that sort of thing. In RL games, it would be easier to discuss a tactic each round but as PbP I was thinking of just going through a list and posting in the summary at the bottom of each round who gets to give the order for that round. (I'll randomise the order then go through everyone before doing another random order of everyone.) He'll act before or after the person giving the order that round, your choice when you give the order.

Does that sound cool for everyone? Or does the idea seem a little overboard?


Inactive

I think it's a great idea to have the party choose actions for Spook. It would be fun and interesting to learn about his abilities. I think we should designate someone to do it on a per-encounter basis. For instance, you can pick the player whose initiative comes closest to Spook's so they can act together. A per-round randomization is likely to become confusing.


Female Human (Ulfen) | Status: | Hp 99/99 [117/117] | AC 18, Touch 11 [9], FF 17 | CMD 21 [23] | Fort +12 [+15], Ref +4 [+5], Will +3 [+5] +2 vs enchantment, sleep | Resist Fire 10 | Improved Uncanny Dodge | Per +9 | Init +5 [+7]

That sounds good. Or we could probably leave him behind in the camp now that we actually know a bit about the world : )


AC 13(17). F+2 R+5 W+5. Per +5 Init +9. HP 44/44 MP 2/9 Pre 3/5 WCM 5/6 AR 3/9 BoH 1/1 1st 3/6 2nd 4/6 3rd 3/4

Hmmm - seems like M6 interacts strangely with Divine Source. Otherwise it'd let a 6th tier cast a level 6 cleric spell once per day. On the other hand, I suppose they'd be limited to the cleric spell list and a single themed list of spells.

And it would look very godlike in this setup to be able eventually drop Earthquake at 8th tier if one had the Destruction Domain.


current map HP 48/60 | AC 21, Touch 15, FF 18 | Fort +8, Ref +8, Will +3 | Per +9 | Init +4 Slayer 6 / Mythic Champion Tier 2

Sounds good, although it wouldn't bother me not to control him personally (in essence give my turn to the others)


AC 13(17). F+2 R+5 W+5. Per +5 Init +9. HP 44/44 MP 2/9 Pre 3/5 WCM 5/6 AR 3/9 BoH 1/1 1st 3/6 2nd 4/6 3rd 3/4

So... I see five paths down which Aduard might travel.
I've noted a bit of overlap, and as we start to progress I sort of feel like I'll need to start locking down.
(A) Cannon: Damage At Range. Nethan seems to do a lot of this as well.
(B) Tricker: bit worried this runs into Amelia. Deceit and Disguises.
(C) Melee Master: Already got Arcane Strike and a good str. Don't think he'll ever be as good as a dedicated melee specialist, but there are a lot of spells to make swords more dangerous. Pretty sure he can rock a +1 Holy Keen Wounding weapon, and eventually even Vorpal. This fits in with the whole 'jedi master', but makes him much closer to Nethan. Also pretty close to Elise.
(D) Shifter Melee: Little bit different - take some of the shapeshifting magic, and the feat that makes BAB = CL, then fill the slot normally reserved for the druid
(E) Buffer: So easy. Mythic Haste and a few other similar spells.

Would like to know what people think.


Female Human (Ulfen) | Status: | Hp 99/99 [117/117] | AC 18, Touch 11 [9], FF 17 | CMD 21 [23] | Fort +12 [+15], Ref +4 [+5], Will +3 [+5] +2 vs enchantment, sleep | Resist Fire 10 | Improved Uncanny Dodge | Per +9 | Init +5 [+7]

If it is of any help, Elise was thinking of Titan's Rage as her 3rd tier pickup and fluffing it as a true dragonform for when that is needed. So she'll probably end up somewhere between C and D.

Then again, the more the merrier :3

Titan's Rage (Su) wrote:

You can cause yourself to grow in size, becoming a terrifying sight to behold. As a standard action (or a free action if you have the rage class feature), you can expend one use of mythic power to increase your size to one size category larger. This grants you a +4 size bonus to Strength and Constitution, imposes a –2 penalty to Dexterity, grants you a +2 natural armor bonus, increases your natural reach by 5 feet, and increases your weapon damage based on the new size of your weapons.

This size increase lasts a number of rounds equal to your tier, and doesn't stack with any other spell or ability that alters your size.


Female Human (Ulfen) | Status: | Hp 99/99 [117/117] | AC 18, Touch 11 [9], FF 17 | CMD 21 [23] | Fort +12 [+15], Ref +4 [+5], Will +3 [+5] +2 vs enchantment, sleep | Resist Fire 10 | Improved Uncanny Dodge | Per +9 | Init +5 [+7]

You mentioned Divine Source earlier - one of the things that annoys me about that one is the 'aligned domains first'. Those domains tend to be a bit boring :P

On the topic of B, I would actually say that I probably imagine Al to be among the trickier characters here, with his 'oh I'm totally an old man and all' thing. Have you looked at the Many Form Mythic thingy? It's one of the skills I'd imagine would suit him just well!

(And it is sorta useful for both B and D, even if Al's hat already covers most of the B part!)


AC 13(17). F+2 R+5 W+5. Per +5 Init +9. HP 44/44 MP 2/9 Pre 3/5 WCM 5/6 AR 3/9 BoH 1/1 1st 3/6 2nd 4/6 3rd 3/4

Titan's Rage seems a bit... Meh. Mythic Enlarge Person is better.
I had looked as Many Forms (one of the 5 builds use it). The permanent Alter self is basically a forever +2 str, which is nice. Min-maxy, I can combine it with Shapeshifting mastery to get a BAB of FIFTEEN with natural weapons.


Female Human (Ulfen) | Status: | Hp 99/99 [117/117] | AC 18, Touch 11 [9], FF 17 | CMD 21 [23] | Fort +12 [+15], Ref +4 [+5], Will +3 [+5] +2 vs enchantment, sleep | Resist Fire 10 | Improved Uncanny Dodge | Per +9 | Init +5 [+7]

The main draw there would be the 'free action' part and that one doesn't actually lose any AC (opposed to mythic enlarge which would be -4!). Not that Elise AC is very impressive mind you, but it still would feel silly to inverse shield as a buff.

(And it finally means Elise claws transition from 1d8 to 2d6! Always handy to be able to describe claws as 'like greatswords' :P)

The main concern would be the fact that we already have trouble fitting all of us that want to melee in melee :P

But in general I'd say most of the good stuff for melee characters are the mythic feats as opposed to the abilities.
________________

Otherwise Mirror Dodge seems really handy to have as one can dodge full attacks : )

Tangible Illusions seems handy too, one can probably come up with some fun shenanigans with that one.


AC 13(17). F+2 R+5 W+5. Per +5 Init +9. HP 44/44 MP 2/9 Pre 3/5 WCM 5/6 AR 3/9 BoH 1/1 1st 3/6 2nd 4/6 3rd 3/4

Hmmm - good point on the AC.


Human Male Adult Incanter Archmage, L6/T4, HP:62/62, AC:24/T:24/FF:19, F:+4/R:+7/W:+6, Am.Init:+11, Prcptn:+11, CMB:+3, CMD:18, Speed:30', MPPs:10/11, LPPs:2/2, SPs:10/11, CMPs(BLK):6/6, Wand:35
SKILLS:
Acro:+10, Know(All,Exc:Martial)/(PL/Psi/Arc):+10/+12, SpellCraft:+18, Stealth:+10

I am currently out of state and visiting family because my Grandmother just passed at 96. I may be extending my time here but maybe returning home today depending on work. I will have a severe reduction in posting until I return home.


current map HP 48/60 | AC 21, Touch 15, FF 18 | Fort +8, Ref +8, Will +3 | Per +9 | Init +4 Slayer 6 / Mythic Champion Tier 2

anyone have some good mythic feat/champion ability suggestions for Dreyyn? especially considering i am looking at trying to retrain to vital strike?

Or should I just go with Fleet Warrior instead of trying to respec to vital strike? i think i still cant TWF with the yellow flying spear though.

Also, GM, i am wondering about the feasibiliy of switching over to the yellow flying spear thingy for my legendary weapon, but something tells me that is going to involve going back to the city unless we find a cool ancient treasure horde again.


Female Human (Ulfen) | Status: | Hp 99/99 [117/117] | AC 18, Touch 11 [9], FF 17 | CMD 21 [23] | Fort +12 [+15], Ref +4 [+5], Will +3 [+5] +2 vs enchantment, sleep | Resist Fire 10 | Improved Uncanny Dodge | Per +9 | Init +5 [+7]

I think Fleet Warrior would be generally nice to have, considering Dreyyn's speed and that he doesn't already have fleet charge. Also would let you use Canny Tumble and stuff if you want without losing actions.

About feats is a bit harder, since they typically require you to have the normal feat first.

Mythic Dodge isn't bad if you only find yourself attacked once or twice per round (which might be the case if you whirr around with alot?) as it can provide a +10 dodge as an intermediate action. But on the other hand if our foes are throwing attacks at +20 to hit that may not make a big difference :P

An option that is always nice is Mythic Power Attack. It basically upgrades all the damage bonuses one step (for example, light weapons get a +2 bonus instead of a +1). It also provides the option to spend 1 MP to ignore all the Power Attack penalties for a minute (very nice!) and a bit of extra damage on crits. But you would need the standard version of Power Attack first.

Then there is always the feat 'extra path ability' which is nifty, if you find something tasty : )


Female Human (Ulfen) | Status: | Hp 99/99 [117/117] | AC 18, Touch 11 [9], FF 17 | CMD 21 [23] | Fort +12 [+15], Ref +4 [+5], Will +3 [+5] +2 vs enchantment, sleep | Resist Fire 10 | Improved Uncanny Dodge | Per +9 | Init +5 [+7]

@Nethan - I'm sorry to hear that, my condolences!


Inactive

I think I'm about to just repeat everything Elise has said.

@Nethan - sorry for your loss. Your grandmother lived a long life!

@Al - I definitely see your character as a tricker. That seems like your whole persona! Amelia is less about trickery/deception and more about scouting/sneakiness.

@Dreyyn - If you're sticking with two-weapon fighting, I'll second Fleet Warrior, which is a perfect complement to your quick moving ways. And also agree Extra Path Ability can be quite exciting as a substitute for a Mythic feat.

If you're respeccing to Vital Strike, then you'll have a move action so don't need the movement from Fleet Warrior as much. In that case, one of your new feats is obviously Mythic Vital Strike.

@GM Radiance and others - After getting hit by a giant truck named Captain Moretti, I've decided that Amelia is taking Mirror Dodge as a path ability. I'm also thinking of having her taking the Extra Path Ability power to pick up Vanishing Move. The only thing is, Vanishing Move seems to violate the basic rule of Mythic 6, because it allows Amelia to get Greater Invisibility, a 4th level spell. Is this allowable, or is this off limits?

Vanishing Move wrote:
When you wish to not be seen, you aren't. As a swift action, you can make yourself invisible until the end of your turn. This effect ends if you do anything other than move. If you expend one use of mythic power when using this ability, it instead acts as greater invisibility using double your tier as your caster level.


AC 13(17). F+2 R+5 W+5. Per +5 Init +9. HP 44/44 MP 2/9 Pre 3/5 WCM 5/6 AR 3/9 BoH 1/1 1st 3/6 2nd 4/6 3rd 3/4

Indeed Nethan, sorry to hear, real life comes first.

Okay, so if there is a feeling Trickster might work, I'm actually considering Dual Path (Trickster) so I can get Subtle Magic and Control the Mindless. Neither are particularly amazing, but they do seem to fit Al's trickster side well.

@GM_Radiance and @Amelia: how do you feel about the idea?


@Nethan: Sorry for your loss, I hope you have a good time remembering her with your family! I shall bot you until you get back, take your time.

@Amelia: The reason I have invisibility on there is that even in E6 it can make stealth characters redundant, though 1 round use probably won't be an issue since you can't use it to sneak around easily.

@Dreyyn: The others had some good ideas, also did you change that feat from advanced slayer talent? As then you might have an extra feat to help either build.

@Al: Going dual path would be fine by me.

Gameplay updating in a bit.


Female Human (Ulfen) | Status: | Hp 99/99 [117/117] | AC 18, Touch 11 [9], FF 17 | CMD 21 [23] | Fort +12 [+15], Ref +4 [+5], Will +3 [+5] +2 vs enchantment, sleep | Resist Fire 10 | Improved Uncanny Dodge | Per +9 | Init +5 [+7]

I sorta can't help but get the feeling we somehow stepped into a dormant spaceship or something, with mysterious walkways and glowing lights.

Gonna be fun to see what's in the end of this one : )


AC 13(17). F+2 R+5 W+5. Per +5 Init +9. HP 44/44 MP 2/9 Pre 3/5 WCM 5/6 AR 3/9 BoH 1/1 1st 3/6 2nd 4/6 3rd 3/4

Can I assume HP are restored, con is reset, mythic points are back and spell slots are restored?

If so,
Cantrips: DC 16, Evocation DC 17
4 Detect Magic, Prestidigitation, Read Magic, Message
5 Heightened Awareness (BoH), Mage Armour(C), Magic Missile, Vanish, Mage Armour
5 See Invisibility, Fox’s Cunning, Resist Energy, Make Whole, Scorching Ray(C), BLANK
3 Arcane Sight, Fireball (BoH), BLANK, Ablative Barrier (BoH) (C)

and he'll cast Ablative Barrier and Mage Armour before they head off.


HP is reset, you should all get 6 hp and there's 33 charges leftover before you rest of an average of 13hp per charge so everyone should be full after that.

Mythic points back etc, I'll try to have a further think on how to make spook simple enough for 1 person just to yell orders at him.


Female Human (Ulfen) | Status: | Hp 99/99 [117/117] | AC 18, Touch 11 [9], FF 17 | CMD 21 [23] | Fort +12 [+15], Ref +4 [+5], Will +3 [+5] +2 vs enchantment, sleep | Resist Fire 10 | Improved Uncanny Dodge | Per +9 | Init +5 [+7]

Could we add a link to the picture to the campaign info tab?

(I thought it was there but strangely not! I'm off to dig it up now : ) )

Edit: link to where it was posted, since sometimes links to other peoples drives can be ... exciting :P


Thought I did, my bad, here: Eldred Pic

Putting it in the info now.


Female Human (Ulfen) | Status: | Hp 99/99 [117/117] | AC 18, Touch 11 [9], FF 17 | CMD 21 [23] | Fort +12 [+15], Ref +4 [+5], Will +3 [+5] +2 vs enchantment, sleep | Resist Fire 10 | Improved Uncanny Dodge | Per +9 | Init +5 [+7]

Posted, but didn't really do much with the eldred. Figured Amelia (and maybe Nethan depending on how things work out) might want to have a chance to check out the surroundings before we/I do something stupid :P


current map HP 48/60 | AC 21, Touch 15, FF 18 | Fort +8, Ref +8, Will +3 | Per +9 | Init +4 Slayer 6 / Mythic Champion Tier 2

now here's a question. are there any mythic feats for our spell points or colors? that would be cool.


AC 13(17). F+2 R+5 W+5. Per +5 Init +9. HP 44/44 MP 2/9 Pre 3/5 WCM 5/6 AR 3/9 BoH 1/1 1st 3/6 2nd 4/6 3rd 3/4

Good question, Dreyyn!

Hey - is there any way to retrain a trait?


AC 13(17). F+2 R+5 W+5. Per +5 Init +9. HP 44/44 MP 2/9 Pre 3/5 WCM 5/6 AR 3/9 BoH 1/1 1st 3/6 2nd 4/6 3rd 3/4

Is it possible to retrain a feat? Subtle Magic is heavily focused on bluff, and while Al has 6 ranks, that only gives him +6. Thinking of getting Clever Wordplay.


Female Human (Ulfen) | Status: | Hp 99/99 [117/117] | AC 18, Touch 11 [9], FF 17 | CMD 21 [23] | Fort +12 [+15], Ref +4 [+5], Will +3 [+5] +2 vs enchantment, sleep | Resist Fire 10 | Improved Uncanny Dodge | Per +9 | Init +5 [+7]

I don't think there are any official ways of retraining traits, other then asking nicely (or the extra trait feat).


I don't mind retraining feats (since being stuck with something you don't like really sucks) and there will be a chance to do it after this dungeon, you don't have much of it left which is why I was saying be ready on the next bit of your builds.

As for the other bit, which trait did you have in mind though Al?


Female Human (Ulfen) | Status: | Hp 99/99 [117/117] | AC 18, Touch 11 [9], FF 17 | CMD 21 [23] | Fort +12 [+15], Ref +4 [+5], Will +3 [+5] +2 vs enchantment, sleep | Resist Fire 10 | Improved Uncanny Dodge | Per +9 | Init +5 [+7]

He mentioned Clever Wordplay I think, for Bluff : )


Female Human (Ulfen) | Status: | Hp 99/99 [117/117] | AC 18, Touch 11 [9], FF 17 | CMD 21 [23] | Fort +12 [+15], Ref +4 [+5], Will +3 [+5] +2 vs enchantment, sleep | Resist Fire 10 | Improved Uncanny Dodge | Per +9 | Init +5 [+7]

Also @Team - how much of our beans to we want to spill?


AC 13(17). F+2 R+5 W+5. Per +5 Init +9. HP 44/44 MP 2/9 Pre 3/5 WCM 5/6 AR 3/9 BoH 1/1 1st 3/6 2nd 4/6 3rd 3/4

I did!
Seems more in keeping with the way i have been playing him as well.
I considered subtle magic at tier 1, but didnt want to overlap to much in the trickster domain.

Al is cagey about his name, especially now. Other than that he is reasonably happy to share , but doesn't see a need to explain if he doesn't have to.

Being mysterious is like a drug!


current map HP 48/60 | AC 21, Touch 15, FF 18 | Fort +8, Ref +8, Will +3 | Per +9 | Init +4 Slayer 6 / Mythic Champion Tier 2

my personal policy is to spill as few beans as possible.


AC 13(17). F+2 R+5 W+5. Per +5 Init +9. HP 44/44 MP 2/9 Pre 3/5 WCM 5/6 AR 3/9 BoH 1/1 1st 3/6 2nd 4/6 3rd 3/4

GM:
For the record, Al's reasoning is:
Ethnui was a teacher who was like a mother to him.
Ethnui now seems to have taught Tar Baphon - especially given the whispering way elves.
The Eldred were thus created by Ethnui's students - and it does sound like an elven superiority kick.
Thus is Ethnui is the Eldred's great-etc-grandmother, Althorel is a sort of "great-uncle".
Also, if Ethnui gets word he exists, things are likely to get very bad very fast, so Althorel is too dangerous a name. Even Al might be too dangerous.
Is this all reasonable?


Human Male Adult Incanter Archmage, L6/T4, HP:62/62, AC:24/T:24/FF:19, F:+4/R:+7/W:+6, Am.Init:+11, Prcptn:+11, CMB:+3, CMD:18, Speed:30', MPPs:10/11, LPPs:2/2, SPs:10/11, CMPs(BLK):6/6, Wand:35
SKILLS:
Acro:+10, Know(All,Exc:Martial)/(PL/Psi/Arc):+10/+12, SpellCraft:+18, Stealth:+10

Thank you for your sympathy.

I am back, catching up with all of my games now.

Much easier to post with a computer than an iPhone while with family.


Human Male Adult Incanter Archmage, L6/T4, HP:62/62, AC:24/T:24/FF:19, F:+4/R:+7/W:+6, Am.Init:+11, Prcptn:+11, CMB:+3, CMD:18, Speed:30', MPPs:10/11, LPPs:2/2, SPs:10/11, CMPs(BLK):6/6, Wand:35
SKILLS:
Acro:+10, Know(All,Exc:Martial)/(PL/Psi/Arc):+10/+12, SpellCraft:+18, Stealth:+10

As for Tier 3, I was thinking either DUAL Path Trickster because of Path Dabbler or Champion to add more attacks.


Ah, I thought Clever wordplay was a feat. I don't want people to retrain their traits so much but I wouldn't be above people getting 1 more trait as an advancement of your character. As long as you can justify the trait with how you've been playing the character. Basically if I do this I don't want someone taking trapfinding when they haven't been doing much of it.

In the meantime, anyone want to answer Rin? Or we going to have a grumpy standoff? :P


AC 13(17). F+2 R+5 W+5. Per +5 Init +9. HP 44/44 MP 2/9 Pre 3/5 WCM 5/6 AR 3/9 BoH 1/1 1st 3/6 2nd 4/6 3rd 3/4

Hey Nethan, I was a bit worried our PCs were already a bit close, being evocation wizards that use swords. Do you have a general path down which you want to do your advancements?


Human Male Adult Incanter Archmage, L6/T4, HP:62/62, AC:24/T:24/FF:19, F:+4/R:+7/W:+6, Am.Init:+11, Prcptn:+11, CMB:+3, CMD:18, Speed:30', MPPs:10/11, LPPs:2/2, SPs:10/11, CMPs(BLK):6/6, Wand:35
SKILLS:
Acro:+10, Know(All,Exc:Martial)/(PL/Psi/Arc):+10/+12, SpellCraft:+18, Stealth:+10

From the get go, my character was a mix of Warrior, Psionics, and Wizard. Since you have better DEX and Less hit points, perhaps it would better that you focus more on Range Warrior Wizard if you want us to be different and not overlap.


AC 13(17). F+2 R+5 W+5. Per +5 Init +9. HP 44/44 MP 2/9 Pre 3/5 WCM 5/6 AR 3/9 BoH 1/1 1st 3/6 2nd 4/6 3rd 3/4

Ah - what Trickster Paths were you after?


Human Male Adult Incanter Archmage, L6/T4, HP:62/62, AC:24/T:24/FF:19, F:+4/R:+7/W:+6, Am.Init:+11, Prcptn:+11, CMB:+3, CMD:18, Speed:30', MPPs:10/11, LPPs:2/2, SPs:10/11, CMPs(BLK):6/6, Wand:35
SKILLS:
Acro:+10, Know(All,Exc:Martial)/(PL/Psi/Arc):+10/+12, SpellCraft:+18, Stealth:+10

Some from Archmage, Overmind, and Champion which Dual Path Trickster will let me do.


Human Male Adult Incanter Archmage, L6/T4, HP:62/62, AC:24/T:24/FF:19, F:+4/R:+7/W:+6, Am.Init:+11, Prcptn:+11, CMB:+3, CMD:18, Speed:30', MPPs:10/11, LPPs:2/2, SPs:10/11, CMPs(BLK):6/6, Wand:35
SKILLS:
Acro:+10, Know(All,Exc:Martial)/(PL/Psi/Arc):+10/+12, SpellCraft:+18, Stealth:+10

Some from Archmage, Overmind, and Champion which Dual Path Trickster will let me do.


AC 13(17). F+2 R+5 W+5. Per +5 Init +9. HP 44/44 MP 2/9 Pre 3/5 WCM 5/6 AR 3/9 BoH 1/1 1st 3/6 2nd 4/6 3rd 3/4

Sorry, what is Overmind?
Are you wanting Dual Path Trickster for the Path Dabbling Trickster path ability? I think that can only be taken once.

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