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

Round 4

After Dreyyn spins his blades against the Eldred, Amelia suddenly withdraws and sends her own blades flying!

Mythic point display of dexterity for +20 to Acrobatics
Acrobatics vs CMD to avoid AOO: 1d20 + 20 + 15 ⇒ (5) + 20 + 15 = 40

Mythic point for fleet charge, then full attack! Targeting #1 first, and #2 if #1 goes down.

Fleet Charge: 1d20 + 15 + 2 ⇒ (6) + 15 + 2 = 23; Damage: 1d4 + 12 ⇒ (2) + 12 = 14
Attack: 1d20 + 15 ⇒ (19) + 15 = 34; Damage: 1d4 + 12 ⇒ (2) + 12 = 14
Attack: 1d20 + 15 ⇒ (19) + 15 = 34; Damage: 1d4 + 12 ⇒ (2) + 12 = 14
Attack: 1d20 + 15 ⇒ (15) + 15 = 30; Damage: 1d4 + 12 ⇒ (2) + 12 = 14
Attack: 1d20 + 10 ⇒ (8) + 10 = 18; Damage: 1d4 + 12 ⇒ (4) + 12 = 16


resolving till Al

Round 4

Elise blows out a breath in a wild direction, she hears the Eldred jump up and grab a branch getting out of the way of her breath. The Eldred slips off the branch and lands nearby again.

reflex: 1d20 + 12 ⇒ (18) + 12 = 30

Nethan comes out of the suffocating cloud and blasts a set of magic missiles at the Eldred in the rock. Nethan hears the sound of the missiles hitting something or rather someone before he hears earth being moved beneath the presumably hollow rock. His touch sight shows that the Eldred was using the rock as some form of protection before burrowing into the Earth.

The Eldred in front of Elise hops back while laying into her with a volley of arrows.

attack: 1d20 + 11 + 2 - 4 ⇒ (7) + 11 + 2 - 4 = 16
attack: 1d20 + 11 + 2 - 4 ⇒ (20) + 11 + 2 - 4 = 29
attack: 1d20 + 6 + 2 - 4 ⇒ (7) + 6 + 2 - 4 = 11

confirm?: 1d20 + 11 + 2 - 4 ⇒ (13) + 11 + 2 - 4 = 22

3 arrows going rushing by the flames that are still licking the ground however one arrow seems to have found a place to lodge deep into Elise's armour.

damage: 3d8 + 15 + 3 ⇒ (4, 4, 4) + 15 + 3 = 30


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

foresight: 1d20 ⇒ 10
Al vanishes, stepping backwards and then leaping onto a tree.
Sorry, I am really at a loss for what to do against these guys... buying time for inspiration to strike. The leaping into the trees is because I have a bad feeling they have tremorsense. Mechanically, Move backwards, casting Vanish.
acrobatics: 10 + 3 = 13


Sorry for not posting yesterday.

Round 4 cont.

@Al: They are guerrilla fighters as you can guess, who attempt to get the drop on their opponents. I'm sure there is something you can do to be ready for them.

Alþórel retreats then Vanishes attempting to make the Eldred lose his trail.

Dreyyn and Amelia lay into the one in front of them. Dreyyn slashing his blades through the Eldred before Amelia dodges out of the way. She rains down a flurry of stars three of them finding their mark.

The Eldred is looking worse for ware but he isn't down and out just yet.

acrobatics: 1d20 + 12 ⇒ (8) + 12 = 20

He too jumps away and goes into a tactical retreat, making it into the trees to the west, hiding away from sight. The Eldred wielding a blade in his left hand steps up to intercept Amelia and appears to be readying for Dreyyn to do something.

Nethan can hear a spell being cast but he doesn't recognize it, though he does realize it's coming from the Eldred hid behind the tree to the west.

spellcraft: 1d20 + 10 ⇒ (10) + 10 = 20

Through Sarangeral's teaching Nethan can at least name the colour school however. It is a blue spell, known for either moving water, shielding or healing.

Round 4 over, back to the top of the round.


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

ah, just realize my CMD isn't updated, it should be 24. Should I take the AoO on him departing or am I out of luck?


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]

Round 4

Seething with annoyance over her lack of vision, Elise attempts to even the odds. She fumbles with her belt pouch but manages to extract another smokestick and ignites it.

Move to draw smoke stick (or mayhaps that is a standard? Hmm) then light it as a standard action. Then sit in smoke cloud and hope to not get shot (I don't think you can 5-foot blind or in the forest anyhow, but if possible, step in a random direction!)


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
Alþórel wrote:

Ah - sorry, I had forgotten to put the armour bonus from Ablative Shield on the statblock, which would have made Al's AC 15.

Al backs away, concentrating on lessons learned unimaginably long ago.
Never let the evocators know where you are he remembered, forgetting his desire to hold off on showing his hand completely.
move back 30ft. MYTHIC MAXIMISED FIREBALL centered roughly on 4, but as it is a guessed location I would suggest a 5ft scatter

[ooc]Forgot the damage. book of harms: 3d4 ⇒ (3, 1, 4) = 8


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

Al spends a few seconds moving slowly through the trees assume very difficult terrain if not touching ground? Moving around smoke box towards Elise.
A few moments later he is in position and calls upon ancient memories to once again warp time. I really need to remember to rescribe this he notes to himself.
Spending MP, casting Haste on Elise and Nathan - and himself if can move to the right spot.


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

Is the map still current? I thought 4 is underground again?


@Elise I think drawing is a move if it's own your belt? either way you have enough movement for that.

I guess I can put a question mark on 4 as that is where he was last seen. Should've probably thought of that earlier. Updated now.


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
Dreyyn wrote:
ah, just realize my CMD isn't updated, it should be 24. Should I take the AoO on him departing or am I out of luck?


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

ROUND 5

Since Al wants to play ninja in the trees and kind of leaves him exposed, Nethan moves to his current location and casts bull strength on himself, "DASTUDR!"

-1 MPS = Bull Strength, Black Shadow Siphon - 4/6 rounds = +4 AC, 46/50 rounds = Touchsight, +5 AC Mythic Armor


@Dreyyn: Shouldn't affect too much, so go for it.

Elise places some cover, trying to get away from the Eldred and Nethan enhances his strength ready for a close quarter fight.

The Eldred that has been fighting Elise doesn't like the odds of shooting into where he can't see and runs off again though is making no attempt to hide his movement this time trying to put as much distance between them.

There is some rumbling beneath Elise and Nethan's feet but nothing comes up at least not that they can see or 'feel'.

Al moves into Elise's smoke cloud slight change of your turn just so you get line of sight. If that's okay? If not say and we'll change it up. and improves the speed of the two inside the cloud. Despite the debilitation it looks like when the two burst out the cloud they will be ready and rearing for a fight.

Dreyyn and Amelia before closing off round 5.


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

AOO attack: 1d20 + 11 ⇒ (17) + 11 = 28
dmg: 1d8 + 6 + 3 ⇒ (5) + 6 + 3 = 14

acrobatics: 1d20 + 24 ⇒ (7) + 24 = 31 to move through threatened squares and into flank with Amelia

attack: 1d20 + 11 ⇒ (11) + 11 = 22 +2 if acrobatics succeeded

dmg: 1d8 + 6 + 3 ⇒ (2) + 6 + 3 = 11

sneak attack: 2d6 ⇒ (1, 4) = 5


Inactive

After Dreyyn steps in, Amelia again takes a step back and fires more starknives at the swordsman.

Attack vs #2: 1d20 + 15 ⇒ (2) + 15 = 17; Damage: 1d4 + 12 ⇒ (1) + 12 = 13
Attack vs #2: 1d20 + 15 ⇒ (17) + 15 = 32; Damage: 1d4 + 12 ⇒ (4) + 12 = 16
Attack vs #2: 1d20 + 15 ⇒ (5) + 15 = 20; Damage: 1d4 + 12 ⇒ (4) + 12 = 16
Attack vs #2: 1d20 + 10 ⇒ (12) + 10 = 22; Damage: 1d4 + 12 ⇒ (2) + 12 = 14


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

All good! Thanks :)


Round 5 cont.

As the Eldred tries to run away he is tripped up by Dreyyn and falls to the ground out of the fight.

Dreyyn tumbles in avoid the attack of opportunity however the Eldred had something else ready as well. The Eldred attempts to smash his open fist into Dreyyn's feet.

attack: 1d20 + 11 ⇒ (11) + 11 = 22
damage: 1d8 + 5 ⇒ (2) + 5 = 7

The Eldred manages to do so and the earth around Dreyyn erupts into purple crystals. While in your current square and every square adjacent you are staggered

Though this does not prevent Dreyyns blade form piercing the sword wielder who is then pelted with 2 more stars into his back as Amelia moves away.

Round 5 over

Back to the top with round 6


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: It sounds as if Nr 5 ran away - is the map a bit out of date? Need to know since Elise can see again and are really itching to plant her claws in some Eldred :P


Dammit thought I correctly updated everything this time, yea I'll move him.

Edit: and done


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]

Round 6

Finally able to use her sight again Elise burst out of the smoke with a roar of fury. She is disappointed to notice that the red archer has left, but still she finds other prey within her hastened reach.

To Hit: 1d20 + 14 + 1 - 2 ⇒ (9) + 14 + 1 - 2 = 22

Damage: 1d8 + 8 + 4 ⇒ (5) + 8 + 4 = 17

Move /w Haste then Standard to claw nr 3


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

ROUND 6
Current Conditions: Mythic Armor: +5 AC, Bull Str +2 ATK/DAM (49/50), Black Shadow Siphon +4 AC (5/6), Touchsight 45/50

Joining the fight with Amelia and Dreyyn, Nethan launches a salvo of magic missiles at their foe, "NIL'GNOS ARCANISS!"

Three brighter than normal bolts of energy launch from Nethan's outstretch finger and slam into opponent #2.

Magic Missile Damage: 6d4 + 3 ⇒ (3, 4, 1, 1, 3, 4) + 3 = 19

-1 MP


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

waiting to see what amelia does before i act


Inactive

Round 6

"Nethan! There you are! I was wondering when you'd show up," says Amelia with a smirk. She continues to do what she knows best!

Attack vs #2: 1d20 + 15 ⇒ (5) + 15 = 20; Damage: 1d4 + 12 ⇒ (1) + 12 = 13
Attack vs #2: 1d20 + 15 ⇒ (10) + 15 = 25; Damage: 1d4 + 12 ⇒ (4) + 12 = 16
Attack vs #2: 1d20 + 15 ⇒ (10) + 15 = 25; Damage: 1d4 + 12 ⇒ (3) + 12 = 15
Attack vs #2: 1d20 + 10 ⇒ (16) + 10 = 26; Damage: 1d4 + 12 ⇒ (1) + 12 = 13

If her target is up, she takes a step to get into flanking. Otherwise, she takes a step north toward the remaining battle.


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

Dreyyn flicks his blade in several arcs in an attempt to drop the enemy.

atk: 1d20 + 9 + 2 ⇒ (12) + 9 + 2 = 23
dmg: 1d8 + 6 + 3 + 2d6 ⇒ (2) + 6 + 3 + (4, 1) = 16

atk: 1d20 + 9 + 2 ⇒ (5) + 9 + 2 = 16
dmg: 1d8 + 2 + 3 + 2d6 ⇒ (6) + 2 + 3 + (3, 2) = 16

atk: 1d20 + 4 + 2 ⇒ (5) + 4 + 2 = 11
dmg: 1d8 + 2 + 3 + 2d6 ⇒ (6) + 2 + 3 + (2, 5) = 18


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

Pop up attackers. Al remembers the days he used to fight the shadow scourge, then pushes those tactics into effect.
invisible, up tree. 5ft to LOS on allies if needed. Readied action to Scorching Ray when something exposes itself to attack them. - Thinking Elise

scorching ray:

3 rays
to hit: 1d20 + 6 ⇒ (8) + 6 = 14fire damage: 4d6 ⇒ (5, 4, 2, 3) = 14
to hit: 1d20 + 6 ⇒ (1) + 6 = 7fire damage: 4d6 ⇒ (5, 2, 6, 1) = 14
to hit: 1d20 + 6 ⇒ (18) + 6 = 24fire damage: 4d6 ⇒ (3, 4, 6, 2) = 15


Right sorry for all the busy times.
Round 6

Elise runs up and finds the Eldred hanging out behind a tree with blinding speed. Brings down a claw on the Eldred who can't move away in time cutting them through.

Between the three in the bottom corner the Eldred there doesn't even stand a chance as magic missiles, throwing stars and a whirling blades cuts the Eldred down before they have a chance to react.

Seeing a target that has isolated herself the remaining Eldred surround Elise. One Eldred erupts from the ground while another pelts her with arrows.

attack: 1d20 + 12 + 2 - 2 ⇒ (15) + 12 + 2 - 2 = 27

attack: 1d20 + 11 + 2 - 4 ⇒ (14) + 11 + 2 - 4 = 23
attack: 1d20 + 11 + 2 - 4 ⇒ (11) + 11 + 2 - 4 = 20
attack: 1d20 + 6 + 2 - 4 ⇒ (6) + 6 + 2 - 4 = 10

damage(claws): 2d4 + 12 ⇒ (2, 3) + 12 = 17
damage(arrowsx3): 3d8 + 15 + 3 ⇒ (4, 7, 4) + 15 + 3 = 33

However as the Eldred erupts from the ground to attack Elise they are blasted by some scorhing rays from Alþórel, two of the rays smacking the Eldred straight in the back.

The last Eldred assumes a defensive stance holding a bomb in each hand waiting for Elise to do something.

Round 6 over, round 7 go!


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]

Round 7

Elise snarls and swings around, unleashing a savage flurry upon the newly emerged Eldred.

To Hit: 1d20 + 14 + 1 - 2 ⇒ (5) + 14 + 1 - 2 = 18

To Hit: 1d20 + 14 + 1 - 2 ⇒ (4) + 14 + 1 - 2 = 17

To Hit: 1d20 + 14 + 1 - 2 ⇒ (4) + 14 + 1 - 2 = 17

To Hit: 1d20 + 14 + 1 - 2 + 2 ⇒ (3) + 14 + 1 - 2 + 2 = 18

Geeh lets hope the rock-eldred has Elise levels of AC ... :P

Damage?: 1d8 + 12 ⇒ (3) + 12 = 15

Damage?: 1d8 + 12 ⇒ (4) + 12 = 16

Damage?: 1d8 + 12 ⇒ (7) + 12 = 19

Damage? Ignores DR: 1d8 + 12 ⇒ (5) + 12 = 17

Full round action to attack the subterranean Eldred, capped off with a fleet charge just for the attack (electing to move 0' :P)


Inactive

Amelia moves at almost full speed southward through the trees, getting closer to the sound of the remaining combat.

Fleet charge just for the movement.

Stealth: 1d20 + 15 - 5 ⇒ (5) + 15 - 5 = 15


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

foresight: 1d20 ⇒ 15
The now visible Al draws a knife from his belt, chants, then springs forward to attack the Eldred.
std: cast Twilight Knife
spend MP for additional action.
mov+std: charge
swift: arcane strike.

to hit+flanking+charge: 15 + 5 + 2 + 2 = 24 damage: 1d8 + 2 + 2 ⇒ (4) + 2 + 2 = 8
knife+flanking+charge: 1d20 + 9 + 2 + 2 ⇒ (2) + 9 + 2 + 2 = 15 damage: 1d4 + 1d6 ⇒ (2) + (1) = 3


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

Nethan takes this movement to cast shield on himself, "FETHOS!"

Then moves towards the sounds of battle through the trees to his current position.

Current Conditions:
Mythic Armor +5 Armor AC, Bull Str +2 ATK/DAM (48/50), Black Shadow Siphon +4 Cover AC (2/6), Touchsight 44/50, Shield +4 Shield AC - (50/50)

(Since it appears the yellow smoke is still in play, -1 MP)


Oh my lord the paizo site today, press post, lose post .. try again.. happens again. arrrhhh...

Round 7

Elise attacks furiously at the stone wielder, claw against claw her blows are parried. The Eldred carrying the potions seems confused that she didn't go after the bow wielder but keeps her hands steady.

Nethan moves up through the trees casting a defensive spell on himself.

The claw wielder digs both his claws into Elise.

attack: 1d20 + 12 + 2 ⇒ (4) + 12 + 2 = 18
attack: 1d20 + 7 + 2 ⇒ (16) + 7 + 2 = 25

damage: 4d4 + 16 ⇒ (3, 2, 4, 4) + 16 = 29 I'm guessing this puts Elise down.

The bow wielder seeing that things are dealt with in front of them decides to look out for other dangers. The Eldred moves round and readies to loose an arrow at any available target he can see in the open.


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

Dreyyn does a single move and readies a standard to attack any enemy coming in melee range of him.


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

Did Al hit?


Round 7 cont.

The Eldred retreating takes a shot at Elise before repositioning.

attack: 1d20 + 11 - 2 ⇒ (10) + 11 - 2 = 19
damage: 1d8 + 5 + 1 ⇒ (4) + 5 + 1 = 10

@Al: Yea he did, don't worry I only did to Eldred 4 in my last post, this should be the rest of round 7.

Alþórel once again showing that a wizard need not shy away from melee charges in, stabbing the clawed Eldred through his armour.

Elise and Dreyyn run forward repositioning, ready to pounce on the remaining foes.

The Eldred with the potions either or depending on if Elise is still up a step back (or retreats) and throws a bomb onto the wizard that just charged up. This one appears to bare no tricks, just pain in the form of acid.

touch: 1d20 + 8 ⇒ (13) + 8 = 21
damage: 2d6 + 2 ⇒ (5, 4) + 2 = 11

Round 7 over, up to round 8
Currently number 3 is one step away from Elise, if Elise is downed by the arrow it'll be a bit further away.


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 arrow will do it, unless the archer is mysteriously lacking Precise Shot : )

"AAAAAARGGggh..hh. ..." With the arrow striking her back Elise finally succumbs and falls to her knees - and from there she soon hits the dirt.


Round 8, is up, Nethan to go. I think Elise and Al are down for the moment. The Eldred will be readying an action anticipating you guys popping out since they can't see you right now. (If the other two are waiting for those actions.) Number 4 will burrow again.


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

Nethan moves closer (to his current location) and refreshes his Black Shadow Siphon.

Current Conditions:
Mythic Armor +5 Armor AC, Bull Str +2 ATK/DAM (47/50), Black Shadow Siphon +4 Cover AC (6/6), Touchsight 43/50, Shield +4 Shield AC - (49/50), -1 SPs


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 thought Al was still on 2HP after the bomb. Current plan is to move 5ft and call in a fireball on current locations (getting all those nearby). Is that okay? If so, damage will be damage: 10d6 ⇒ (1, 1, 2, 4, 4, 3, 6, 1, 5, 2) = 29


@Al: I trust you guys to track your hp, I know when I post damage it doesn't get immediately updated so I will continue as a maybe your down/maybe you ain't approach till you say your down. Of course if you get hit by a huge crit or something and still up I might check. :D
Though Eldred 4 does get a go before you so you might go down.

Round 8
Nethan moves a bit closer and has his defenses fully at the ready. The bow wielding Eldred is still scanning the trees as the claw Eldred tries to finish off the brave mage.

attack: 1d20 + 12 ⇒ (7) + 12 = 19
damage: 2d4 + 8 ⇒ (1, 4) + 8 = 13

The Eldred gives Alþórel a quick swipe as the mage attempts to retreat. I think the barrier reduces it to 8 but still enough to get you? Then he burrows into the ground.

Round 8 left to act: Dreyyn, Amelia


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

yep, he's down.


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 plan was to wait until after Amelia and see if she got into trouble then use my superior mobility to get into a flank before attacking, but instead i will move (have moved on the map) and ready a standard to attack any enemy that comes within 5ft


Inactive

Amelia follows Dreyyn and also readies an attack if she can find a target. Do the folks in the trees still have cover from ranged attacks?


Just a note the last remaining guys are ranged other than the claw wielder that spent his time burrowing. Might influence your turns a bit? No-one is currently hiding so it's just the standard concealment at the moment for ranges past 10ft. I'll see tomorrow if turns have changed due to this otherwise I'll wrap up round 8.


Inactive

That does influence my turn a bit.

Amelia finds a target and attacks! Targeting enemy 3. Spending a mythic point for movement so she can full-attack.

Fleet Charge: 1d20 + 15 + 2 - 1 ⇒ (5) + 15 + 2 - 1 = 21; Damage: 1d4 + 12 ⇒ (3) + 12 = 15; Concealment: 1d100 ⇒ 6 Miss!
Attack: 1d20 + 15 - 1 ⇒ (16) + 15 - 1 = 30; Damage: 1d4 + 12 ⇒ (4) + 12 = 16; Concealment: 1d100 ⇒ 10 Miss!
Attack: 1d20 + 15 - 1 ⇒ (12) + 15 - 1 = 26; Damage: 1d4 + 12 ⇒ (3) + 12 = 15; Concealment: 1d100 ⇒ 45
Attack: 1d20 + 15 - 1 ⇒ (19) + 15 - 1 = 33; Damage: 1d4 + 12 ⇒ (2) + 12 = 14; Concealment: 1d100 ⇒ 6 Miss!
Attack: 1d20 + 10 - 1 ⇒ (15) + 10 - 1 = 24; Damage: 1d4 + 12 ⇒ (3) + 12 = 15; Concealment: 1d100 ⇒ 21

She has quite a lot of trouble hitting her target!


Sorry weekend got a bit busy. Damnit, looking at Amelia's post I wish I wasn't so busy since that knocks 3 out of the running meaning end of round.. bah.

Amelia moves into place and lets a flurry of stars fly at the retreating potion wielder. Only two of them manage to get through but it's enough to bring her down. Leaving only two Eldred standing. The odds tipping in their favour.

Round 8 over.

Back to the top with Nethan for Round 9.


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

ROUND 9

NETHAN'S CURRENT CONDITIONS:

Mythic Armor +5 Armor AC, Bull Str +2 ATK/DAM (46/50), Black Shadow Siphon +4 Cover AC - (5/6), Touchsight 42/50, Shield +4 Shield AC - (48/50), -1 MP

Nethan moves out of one tree line and into the next, then he points his finger at the opponent in front of him, "NIL'GNOS ARCANISS!"

Magic Missile: 6d4 + 3 ⇒ (4, 1, 4, 4, 3, 4) + 3 = 23

Where is the 2nd Eldred or that's the question? ... :-)


Round 9

Nethan's magic missile shots fly out and strike the Eldred through the trees. Getting quickly surrounded he fires off a pot shot at Dreyyn just nicking him before retreating.

attack: 1d20 + 11 ⇒ (11) + 11 = 22
damage: 1d8 + 1 + 1 ⇒ (2) + 1 + 1 = 4

The claw Eldred once again erupts from the ground at attempts to take on the undamaged Nethan.

attack: 1d20 + 12 + 2 ⇒ (7) + 12 + 2 = 21

Though the mythical armour shields Nethan from the blow.

Dreyyn and Amelia, the positions should be accurate on the map atm.


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

Dreyyn steps up and assaults the nearest Eldred enemy.

atk: 1d20 + 9 + 2 ⇒ (11) + 9 + 2 = 22
dmg: 1d8 + 6 + 3 + 2d6 ⇒ (4) + 6 + 3 + (5, 3) = 21

atk: 1d20 + 9 + 2 ⇒ (16) + 9 + 2 = 27
dmg: 1d8 + 2 + 3 + 2d6 ⇒ (4) + 2 + 3 + (5, 2) = 16

atk: 1d20 + 4 + 2 ⇒ (20) + 4 + 2 = 26
dmg: 1d8 + 2 + 3 + 2d6 ⇒ (3) + 2 + 3 + (6, 5) = 19

edit
crit confirm?: 1d20 + 4 + 2 ⇒ (18) + 4 + 2 = 24
additional dmg: 1d8 + 2 + 3 + 2d6 ⇒ (6) + 2 + 3 + (3, 3) = 17


Inactive

Amelia tries to finish off the nearby Eldred, launching a flurry of spinning blades as she moved further north!

Fleet Charge: 1d20 + 15 + 2 ⇒ (9) + 15 + 2 = 26; Damage: 1d4 + 12 ⇒ (3) + 12 = 15
Attack: 1d20 + 15 ⇒ (13) + 15 = 28; Damage: 1d4 + 12 ⇒ (1) + 12 = 13
Attack: 1d20 + 15 ⇒ (4) + 15 = 19; Damage: 1d4 + 12 ⇒ (3) + 12 = 15
Attack: 1d20 + 15 ⇒ (9) + 15 = 24; Damage: 1d4 + 12 ⇒ (4) + 12 = 16
Attack: 1d20 + 10 ⇒ (1) + 10 = 11; Damage: 1d4 + 12 ⇒ (3) + 12 = 15


Dreyyn chases down the claw wielder cutting him down where he stands and Amelia tries to shoot down the remaining Eldred. Just changing the turn round a bit as the other one went down.

low misses: 1d100 + 1d100 + 1d100 ⇒ (90) + (46) + (23) = 159 All 3 hits

The last flurry of stars brings down the remaining Eldred. With that there is raucous applause from the crowd around. There hasn't been such an amazing match in a long time. The group gets healed by the surrounding magic once again and during the applause the Eldred who they beat approach them wanting to shake their hands. All of them thanking them for such a good fight. The claw wielder asks "After the tournament would you all like to grab a few pints, I feel that it's warranted!" She exclaims with exuberance in her voice.

Throughout the day most of the other challengers do not even come close to the level of the last two teams that the group fought so they find themselves kings of the arena. With all the contests they have enjoyed the day comes to a close and announcements for the winners shall come soon. There is still many Eldred milling about after the games as the outpost teems with life.

Right so shall I do a quick update in the discussion thread as those fights took longer than I anticipated or are people still up to speed?

Other things going on: Message given to Ayla, Invite from the Eldred team you just fought.

Planned things: Going after the portals, Investigating other reports of odd sightings (circles on the main map).

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Hey all, I’d like to do an experiment for a game. I really like the E6 format for 3.5/PF and I would like to give DMing in mythic a try as well. So what I want to do in this game is combine the two. The players will be E6 Characters but gain Mythic tiers as well.

All the characters will start with one tier of Mythic and start at level 3. I would like to progress using the fast XP track and then by normal E6 rules (10,000xp per feat) once you reach level 6.

E6 works quite well to not require someone as a focused healer in the group and I will be giving out healing items in the game to compensate any lack of healing. I am looking for about 4-6 players for the game, I might choose to start with 7 as I know drop outs for PbP happens usually near the beginning. I will close applications on the 23rd or if I get way too many applicants.

I want to try and get varied paths, so I will be likely choosing at least an applicant for each path first before duplicating.

Anyway the Pitch:
“On the Isle of Terror in the Middle of Lake Encarthan a large shockwave of pure energy burst out of it in the previous few months. This has put the nations around the lake into a panic. Many hired and dispatched investigators both divine and arcane to figure out if anything bad has happened. A few months had passed and after much risk the nation of Lastwall gained a foothold on the isle. The island is a dangerous place as the isle is racked by continuous storms (natural and otherwise) and is evaded by all but the most foolhardy of travelers. Monsters and undead roam the island and the seas churn constantly around it, driven by powerful winds and pounding rain. Stories persist of especially brave or foolhardy pirates who brave the elements and the Isle of Terror's shore in order to hurriedly hide treasure somewhere on the land before quickly escaping. Some sailors have reported sightings of a rotten ship with tattered black sails, the Nixie's Pride, near the blighted island during a new moon.

The landing base is situated on Aroden’s Landing. After much deliberation the investigators found that there is something very wrong happening in the Well of Sorrows. The investigators are not well equipped to handle going in there and coming to conclusions themselves. They are much too afraid of the Wizard’s Pit and what it might hold. They have hired a group whose reputation precedes them, a set of ascended adventurers that have the tools to survive. You are that adventurer group, let’s gear up and challenge this Wizard’s Pit.”

Characters in Mythic 6
This is copy pasted from the document below.

Basic Rules
Character progression from level 1 to 6 is as per Pathfinder. With a few exceptions, you may multiclass once and you may not take any prestige class. Upon attaining 6th level, for each 10,000 experience a character gains, they earn a new feat. All allowed feats are within the Pathfinder core rulebook and advanced player's handbook, no other feats are allowed. Feats with unattainable prerequisites under this system remain unattainable.

As this is Mythic 6 we will start with one tier of Mythic. At reaching Level 6 you will face your 2nd trial to attain your second tier. From then on as you complete mythic trials you will advance up Mythic as per normal.

Allowed books
• Any Paizo source book.
• Races can only be chosen from Core and APG but can use the changes from ARG.

Character creation
At character creation you will start with 20 point buy, in addition you will be starting at level 3. All characters will start as young for their race.
You start with the first mythic tier.
You start with 3000gp which you may use to purchase mundane items, wands and scrolls. You may buy one magical item with that money (wands and scrolls don’t count).
Characters will start with 2 traits.
No 3PP material except Dreamscarred press.
Max hit dice at 1st level, average-rounded-up thereafter.
Evil characters are not allowed, too often it devolves into PvP.

General Campaign info
This game will be an exploration of the uncharted, a venture into a part of the world that no-one from Golarion has seen before. It will start off with some roleplay in Arolen’s Landing then a short dungeon crawl, and then a plane hop will occur. Though the pitch doesn’t state much about the plane hop there will be towns, places and people to talk to in that plane. So it isn’t just killings things in an alien world. The world you are going to is a very magical heavy world where the magic is deeply rooted even in the land. Expect a world that has different rules and nature to Golarion. (I’m stating the plane hop here as I want the expectation there that you will be going to an different plane as part of the adventure.)

Character background
The backgrounds should be relatively short (try to keep them within 500-600 words), I also require you to state in your backstory how your character ascended to Mythic tier. All your characters will be from Golarion but will start planar hopping from the get go. Before the start of the campaign you will know and have worked with the other PCs chosen, I have something in place so we can connect up the backgrounds together.

Link to houserules and extra feats

Mythic 6

If you wish to play a class from Dreamscarred press, I will make some E6 feats for them as they aren't currently in the above document.


I'm definitely in. I'm a big fan of E6/P6, and mixing in the mythic sounds like a great way to up the power without hitting the superhero stuff of high level play.

My character is in the works.

Is this of any use?

Is that young as in the young template, or just young as in ... years.

The Exchange

This seems interesting I haven't played it before but I looked some thing up and I am a bit confused. When you say multiclass do you mean fighter 1/ paladin 5 or the gelast multiclass. wizard/6 fighter 6=Bab +6


@Sai: Sorry yea I've had confusion about 'young' before, I mean the standard adventuring age. So not going middle-age/old and changing your stats around because of it. I prefer to have people at the base for their race.

@Walter: Multiclass as in fighter 1/paladin 5, that's fine but doing in more than once gives you really high saves which I want to avoid. As you'll only ever have 6 levels.

Edit: Wow just looked at the 'abridged' P6 and that's really complicated for something that is meant to be simple, I might steal some feat ideas from there though.


I am interested. I am a huge fan of Dreamscarred Press. That said, I have played almost all of their psionic classes a time or two. I would like to apply with a Tactician (psionic class) going for the Marshal mythic path.

That said, i am interested in trying out some of the things Dreamscarred Press is doing for the upcoming Path of War book they are doing. If allowed, I would instead like to play one of the "beta" classes from that.


Yes I have seen quite a lot of those and am willing to give them a go (they look cool), which one did you have in mind?


not really sure. are there any you would prefer to see in play?

The Exchange

Ok, thanks for the clarification. I just wanted to know because the guide I read about treated it like that and wanted to be sure. I will probably go Saurian druid with the hierophant or trickster path.


I am dotting interest and something new for me. E6 looks pretty cool! Stopping at level 6 and then you only receive feats every 10,000 xps and level mystically by tier trials instead of normally. I am surprise E6 has not been more popular since its inception in 1977.

I am interested in playing a Psionic character as well whether it's truly Psionic or Psionic Archetyped.


Perhaps a Stalker as a mythic trickster


How about a Soulknife-1/Psychic Mage-2/Tier-1 Archmage

Part Martial, Part Arcane, Part Meta Arts

Psychic Mage, Wizard Archetype:

Psionics Augmented (and Ultimate Psionics), Vol 1 Preview PDF

To some, the line between arcane magic and psionic power is a diffuse and confusing line. To others, it is a line that becomes easier to cross as their minds expand with the options magic allows for. Either way, these psychics can weave magic into psionics and powers into their spells to create effects that are unparallelled.

Arcane Bond: The psychic mage can choose Psicrystal Affinity as a bonus feat instead of choosing a familiar or item. If he does, count his wizard levels as psionic class levels for the purposes of his psicrystal’s abilities.

Psionic Infusion: The psychic mage chooses two opposition schools, but gains no additional spell slots. He instead gains Wild Talent as a bonus feat. This ability replaces arcane school.

Formulaic Powers: A psychic mage can scribe a psionic power into his spell book at first level and when he gains a new level instead of a spell. The power is chosen from the psion/wilder power list. He may also scribe powers from power stones as a wizard does from scrolls. He can also learn them from a psionic character that has that power. The time and cost is identical to adding spells to his spell book.

These powers can then be prepared as spells, taking up a spell slot for that power’s level and can be manifested by spending the spell slot. The power is treated as if the minimum number of power points needed to manifest a power of that level were spent on the power, but instead of spending power points, the psychic mage spends the spell slot. The psychic mage can spend power points to manifest a power he has prepared. The prepared power is not spent when the psychic mage manifests powers in this way.

Alternately, the psychic mage can expend a higher level unprepared spell slot to manifest a power he has prepared and treat the power as if the number of power points needed to manifest that higher level spell had been spent on the power. The prepared power is not spent when the psychic mage manifests powers in this way. For example, if the psychic mage has prepared energy ray in a 1st level spell slot, he could spend a 2nd level spell slot to treat the power as if 3 power points had been spent. The 2nd level spell slot would be spent, but energy ray would still be prepared as a 1st level power.

The psychic mage’s manifester level for these prepared powers is equal to his caster level.

The psychic mage must have an Intelligence score of at least 10 + the power’s level to manifest it and uses his Intelligence modifier to calculate save DCs for his powers.

Bonus Feats: The psychic mage can select Expanded Knowledge, Extra Power Known, or a metapsionic feat when selecting one of his bonus feats from gaining levels in wizard.

Arcane Power: Every time the psychic mage takes a psionic feat, his power point pool increases by 1. The psychic mage must get a good night’s sleep each day to regain his power points.

Arcanomorph: A psychic mage blurs the line between powers and spells at 8th level. He can expend his psionic focus to remove a spell component requirement or focus requirement from a spell he casts. Material components costing more than 1 gp cannot be removed in this way. Additionally. he can choose to add both vocal and somatic components to a power he is manifesting to lower its power cost by 1 power point (to a minimum of 1). This ability cannot be used on 0 level powers.


@Tenro: I don't mind whichever, I personally prefer to see how the warlord does but make what you like.

@Anderlon: Yea I'm good with psionic archetypes too. :)


Here is what is on the drawing board, Nethan, a couple of things to keep in mind;

1. Still under construction which in turn means incompletion, incorrect grammar, and not final.
2. I used a template from another character and currently there is overlap.

:-)


O I'll have a go, sounds fun


alrighty, Warlord it is. I will probably go with Mashall, maybe Champion. not quite sure yet.

EDIT: yeah, Champion is appealing to me more at the moment.


The warlord looks interesting as well.


@GM Radiance - Since spells are weaved into Psionic energy and there are no Mythic rules on Psionics that I know of, will Mythic Spell Casting place Mythic Spell features and augmentations on similar powers?

For example: Mage Armor and Inertial Armor.


for consideration, here is something i came up with for a mythic psion in another game. never saw it in actual play, so i cant comment to its use. but it might be something to give you an idea.

link


Both planehopping, e6 and mythic seems interesting so I am just going to dot the thread and see if I can't come up with a concept : )


Tenro wrote:

for consideration, here is something i came up with for a mythic psion in another game. never saw it in actual play, so i cant comment to its use. but it might be something to give you an idea.

link suppressed

Thanks Tenro! Looks good! You only made rules for Tier 4?

@GM - I am guessing that Psionic Combatants also receive Combat Expertise for free? I don't want to assume so I am asking.


Oops, looks like that is the case. I made it sorta tailored to my character in that game (a psion), and we were tier 4. it is not official content by any means, so it's all contingent on the GM's approval.


@GM do you have an issue with the Legendary Item Universal Path Ability? reading this Legendary Item stuff is giving me some really cool ideas.

I am thinking my character's weapon will be a two-bladed sword as a base form.


@Terro: I think there's enough choice in the standard mythic things without needing to make more stuff for psion, just that archmage stuff (any arcane things) can be applied to psionics as well.

I don't mind the legendary item, though I'd ask what kind of abilities you'd want and I'd try to balance the three you get.

@Anderlorn: Yes, Psychic Warrior, Soulknife, Aegis and Marksman would gain the feat.


Ah, that is basically what I tried to do while quantifying the few things that get kind of messy in the transition. but i think they sort of covered those things a bit in Psionics Augmented, which came out after i wrote what i linked. but yeah i would basically say the transparency is the route to go.

As far as Legendary Item goes, i would be looking to have a legendary weapon, (i am typing the backstory/moment of ascension in another tab now). As a first-tier character, I technically only get 1 ability (you get abilities equal to your tier, to a max of 3). The ability I would want is as follows:

Upgradable: This ability grants the bonded creature the ability to more easily increase the non-mythic magical power of the legendary item. If the base magic item has a version with a higher bonus or greater version (such as a +1longsword, a +2 light steel shield, a cloak of protection +3, an amulet of might fists +4, or a minor ring of inner fortitude), the bonded creature can improve it by performing a special ritual. She must spend a number of gold pieces equal to half the difference between the cost of the legendary item's current, non-mythic base item and the greater version she wishes to upgrade the item into. For example, she would pay 3,000 gp to upgrade a +1 longsword into a +2 longsword. This ritual takes 8 hours. When it's completed, the bonded creature transmutes the item's base version into the desired version. When upgraded in this fashion, the legendary item retains all legendary item abilities it had before the transmutation.

Down the road when i get more abilities, i would like to get the following ones (by taking Legendary Item again at later tiers, when/if allowed)

Powerful, Rejuvenating, (maybe Spellcasting if it could be modified into something like "Initiating"), Shape Change would be cool, Foe Biting. Intelligence and telepathy would be nice, but i wouldn't use character resources on that. it would only be cool if that was a long-dormant ability or something.


Would the Legendary Item be considered the boon because 3,000 or any part of that is not going to cover it?


story:

Dreyyn hails from a kingdom in the south, and is the third son of the late king of one of the sixteen successor states of the Lung Wa dynasty. The lands they governed were primarily located on the fertile lowlands, with mountains to the north.

A few months after Dreyyn's sixteenth birthday, an open war had started. A few of the other successor states had banded together under one banner and were looking to bring the other states to heel. Within two years, the war had come to his kingdom's doorstep. His people, known to be as proud and courageous as Lions, had their share of warriors, but for the most part had kept their holdings balanced with those of the other fifteen states through trade and diplomacy. As such, they had only a militia of common folk and a much smaller elite guard. When the war came to the Lions, the gates were crashed almost instantly. Dreyyn's older brothers commanded the Palace Guard and the Border Patrol, respectively, with Dreyyn having not ascended to command yet as he was not yet of age.

The fact that the fighting had gotten this close to their father meant that one brother was dead and the other was routed, falling back to defend their father. The throne room doors burst open. Warriors clad in red armor rushed in, clashing with the king's personal guard, wearing their signature gold-etched breastplate. In the ensuing chaos of swords singing and men shouting, the commander of the enemy forces strode in and drew steel on Dreyyn's father. Dreyyn, in his zeal to earn a name for himself, leaped forward. Sword in hand, he advanced for what seemed like ages. The enemy commander, with a backhanded swipe of his blade, sundered Dreyyn's sword and sent him flying into a pedestal that displayed an ancestral double-bladed sword. When his vision cleared, the sword, rumored to have been wielded by his great-grandfather back when Lung Wa was still unified, had fallen into his lap. The blades were badly rusted, but still serviceable.

Having no other options, Dreyyn advanced again. His father was backed up to the throne, and one strike later, his blood flowed freely down the blade of the enemy commander as the king slowly slumped into the throne. In a moment of prowess beyond his ken, Dreyyn leaped at the enemy commander in an onslaught so sudden that Dreyyn could see the surprise in his eyes. Regaining composure an instant later with a sinister sneer, the enemy commander swatted at the boy. Dreyyn brought the ancestral blade to bear in a frantic block, then struck the sword itself, sundering the blade from the hilt with strength he had never known. True fear, not merely surprise, registered in the assassin's eyes. Dreyyn's guttural roar mixed cut short the beginnings of a plea for mercy from his foe as he brought down the blade, cutting through the man's collarbone and nearly severing his head and left arm in a single blow. As he drew the weapon out of the man's chest, the sounds of battle grew hushed and the layer of rust fell from the weapon. He looked around, and what remained of his father's men had gained the upper hand, bolstered by his roar. In a focused rage, he once again leaped into the fray, assisting what remained of his father's men in defeating the enemy forces.

Despite having survived the battle, there was much that needed to be done and little that could be done. His family was certainly dead. No kingdom left but a handful of soldiers and burning villages. He took what he could from his father and instructed the remaining men to take what was useful from their fallen enemies. Dreyyn couldn't give his father a proper burial, so the soaked the tapestries with oil and set the palace ablaze. He and his men then fought their way out of the palace and fled their kingdom, moving quickly to stay ahead of the advance of the enemy troops. The few of them that made it to port without succumbing to their wounds left Tian Xia on a ship as mercenaries, never to return.


Anderlorn wrote:
Would the Legendary Item be considered the boon because 3,000 or any part of that is not going to cover it?

it is a mythic ability. much like a ranger wouldn't pay to buy a trained animal companion, i dont think that i should have to pay for a mythic ability with gold, when i am already paying one of my mythic abilities (which are limited) for it.

i was planning on my one magic item purchased out of the 3000gp to be some +1 armor. if i have to purchase my weapon instead, i guess i will, but i think that would be kinda messed up.


Oops, I see it now, I went right past it to look at Mythical Spellcasting. I agree, if you used the Universal Path Ability, you should not have to pay for it. I wish it was a little more customizable than it is.


Questions from looking at the M6 document:

1.) Two Weapon Fighting has no prerequisite. Can I take that to mean that the feats that branch off of it no longer have a minimum Dexterity score required?

2.) I see that Fighter and Paladin get bonus skill points. Can the same be said for Warlords? (4+INT is what they get standard)

3.) At what point in our levels did our moment of ascension occur? This can be important for feat selection. For instance, I was thinking of taking Two Weapon Fighting and Exotic Weapon Proficiency at 1st level, and Two Weapon Defense at 3rd level, and Two Weapon Defense (Mythic) at my first tier. Technically i could swap the EWP and TWD to make it work at any level, but i think the question is still important.


UGH! So many choices ... LOL


Would I be allowed to craft an advanced firearm with my starting wealth?


I noticed under the rules that Weapon Finesse allows a character to add Dexterity to damage. Would you interpret that to allow Dexterity to damage for light thrown weapons as well? My thought is to build a Starknife throwing Paladin (Divine Hunter) of Desna.


@Tenro:
Legendary item: Been looking into this more, it doesn't seem to have a cost associated with it (which is fine since it takes up your mythic slot) and I didn't realize but there is some properties you can apply already. The item itself usually has to be magical then you apply the legendary status to it, found: Here

Though I'm willing to forgo the need for you to have it start as magical. (Though of course you won't gain the +1 to hit unless you make it masterwork/magical)

As for when you unlock more due to advancement in mythic tiers, you can choose at that point. We would do some form of storybased reason for the dormant ability in the weapon to wake up.

Other questions:
1) Yea remove the dex limitation off of improved as well (that's the highest you can get in E6.) I did it that way so str based two weapon fighters don't get shafted by the dex limitation.

2) No, the reason Fighter and Paladin have a boost is they start as 2+Int and aren't Int based classes.

3) At any point. I don't feel the first tier of mythic should be restricting your build. It should be helping it, so whichever helps your character out more.

@Ptolmaeus:
Yea that sounds fine.

@Tazo:
Yup, as long as they have the keyword light.

@Anderlorn:
Ah missed a questions of yours from further up the thread, I think I sort of answered it though. Yes Mythic things where possible from arcane sources will apply to psionic as well. We'll try to do them on a case by case basis but it should be fairly evident.


I ran into the idea of E6 reading about Arargorn. I agreed with a lot of what it said, but think characters like Gandalf in particular didn't really fit. Though they had more power, they rarely used it. With Mythic I think it becomes much more possible to build a Gandalf-like character.

Here's what I've put together so far. Still need to write down the background, traits and equipment.

Is the reincarnated trait a problem?


@Alþórel

Reincarnated sounds fine to me. If you've played 4e before a whole race starts with that, the Deva. I've GMed games with stuff like that in it before so I have no issue with it.


I'm thinking of creating a winter witch (archetype, not PrC). The goal is to focus on debuffs and typical ice witch turning people into frozen people things. On the personality side I imagine him or her as a pretty nice guy/gal with a mean and spiteful side if offended.

Now, I have some questions:

There is a mythical ability for the archmage path that gives affinity to a elemental plane - eg fire, air, earth or water and such empowers associated spells. Here is the description (from pfsrd 20):

Elemental Bond (Su)

You are connected to one of the elemental planes. Select one elemental plane: air, earth, fire, or water. Whenever you cast a spell with a descriptor matching that plane, add your tier to your caster level for that spell. You gain resistance 10 against an energy type associated with your chosen plane—electricity for air, acid for earth, fire for fire, and cold for water. At 6th tier, this resistance increases to 20. At 9th tier, this resistance increases to 30.

So I was thinking if it would be okay to take the ability but exchange the water descriptor for the ice one - since it would be far more useful for my winter witch.

And the other part of the question: if you were to allow the ability to be taken for the ice descriptor, would you also consider the granted cold resistance to stack with the one granted from the winter witch archetype - thus allowing the ability to progress the class feature.

This would ultimately result in a cold resistance of 35 on tier 9 and level 6. (30 from Elemental Bond and 5 from Winter Witch)

edit: Almost forgot: Will rods and staves and similar magical items be available in the campaign (maybe thru quests or mythic abilities similar to Legendary Weapon?) or will they be offlimits since they require a rather high caster level to craft ?


As a sidenote, lots of Archmages out there :P

@Lessah: Elemental bond sounds fine to apply to ice.

As for rods and staves, they won't appear as you see them in the base rules. The issue is as you guessed the CL, something like rods and staves will appear though. I'm not a GM for shopping meticulously once we're past chargen but magic items will appear and do stuff, mostly as part of the adventure.

(Also crafting most magic items except scrolls is off limits, since I know you won't have much resources to do it with from what I have planned. That's why I've banned those feats, so it doesn't feel like a waste when you find out xD)


Okay =)

Mythic e6 seems like the perfect place to try out all those sweet and flavourful lowlevel spells that needs some work to be efficient, since we get to boost them without accessing more hight tiered magic that will overshadow them.

Besides, the augmented versions of some spells (unshakable chill for example) is really sweet


With Legendary Item, if it starts masterwork: would me spending gold to upgrade it via ritual count as my one magic item purchased?


Dotting, how long is recruitment open?


@Tenro: Yup, you'll get an opportunity to upgrade it shortly after the start if you want to wait. It's only one damage after all.

@Ashe: Till the 23rd.


How important is the word count limit on the background? Mine is looking to be in the neighborhood of 700 words.


Hello, I just realized that I'm already in a game you're running - Whispers in the Mist! This is Malthu. I should've known based on the rules document. Hope you'll consider adding me again!

So I've been working on making a starknife build work, and I am pretty happy with where it's going. The trouble I'm facing is that the character can hurl 3 starknives a round, and I would like my character to hold about 20 starknives so that she doesn't run out. But that's pretty difficult under ordinary circumstances.

Enter the Handy Haversack:

Handy Haversack wrote:
While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.

So Handy Haversack says that I can retrieve an item as a move action. That's fine, but I really want to draw them as a free action. Enter Quick Draw:

Quick Draw wrote:

Benefit: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action.

A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).

So that's great, Quick Draw turns drawing a weapon from a move action into a free action, which is what I want. But... it's not clear whether the Quick Draw rule or the Handy Haversack rule takes priority. I'm really, really hoping that you'll allow free action weapon drawing from the Handy Haversack using Quick Draw. The way I would argue it, drawing a weapon from a Handy Haversack is no different than drawing a weapon from a scabbard, so Quick Draw should allow you to draw weapons for free regardless. What do you think? Would you allow it?


If the answer is no, you can fall back on this Mythic Feat;

Quick Draw (Mythic)

~Anderlorn


I am definitely intrigued by this idea. Seems like a very effective way of getting the feel of an epic story while maintaining relatively simple game play. I would be very interested in joining.
I have one question, are the Advanced Class Guide playtest classes allowed?

My Character:
If so, I would likely be a Bloodrager (with the Orc bloodline). If not, I'll be a Barbarian. Either way, I'm thinking a CG Half-Orc Guardian that takes universal path abilities such as Longevity, the "Pure" abilities (Body, Destiny, and Senses), and Mythic Presence to be a living avatar of his unique heritage, using the rage and power of his orc ancestors to protect his human society. I'm still trying to decide what made him ascend.


GM_Radiance wrote:
As a sidenote, lots of Archmages out there :P

For what it is worth I considered doing a Reincarnated Druid... should I be revising my decision?


I'm quite interested. I suspect I'll be making an honest man, and a warrior.


@Avernus: The word count is just an approximate, basically I don't want to read a short novel for each application. ^^ I've had some players in my home games write me a 5000 word story for example.

@Tazo: I thought I recognized the name :)

I'm fine with you using Quick draw to that end, throwing builds don't get enough love as is.

@Alec: Hmm, I didn't know there was a playtest out, I don't have access to the documents so I won't be able to tell you if I'm okay with the class or not. Is there a way to view this class?

@Alþórel: No it's alright, I was just taking note that Archmage seems really popular. Haven't seen any Tricksters or Hierophants yet.

Speaking of which I'll list what is the in the application pool thus far:

Alþórel: Wizard - Archmage
Nethan: Psionic Wizard - Archmage
Lessah: Witch - Archmage
Tazo: Paladin - ?
Alec: Barbarian or Bloodrager - Guardian
Tenro: Warlord - Champion

A couple of others in the works.


GM_Radiance wrote:

@Avernus: The word count is just an approximate, basically I don't want to read a short novel for each application. ^^ I've had some players in my home games write me a 5000 word story for example.

@Tazo: I thought I recognized the name :)

I'm fine with you using Quick draw to that end, throwing builds don't get enough love as is.

@Alec: Hmm, I didn't know there was a playtest out, I don't have access to the documents so I won't be able to tell you if I'm okay with the class or not. Is there a way to view this class?

@Alþórel: No it's alright, I was just taking note that Archmage seems really popular. Haven't seen any Tricksters or Hierophants yet.

Speaking of which I'll list what is the in the application pool thus far:

Alþórel: Wizard - Archmage
Nethan: Psionic Wizard - Archmage
Lessah: Witch - Archmage
Tazo: Paladin - ?
Alec: Barbarian or Bloodrager - Guardian
Tenro: Warlord - Champion

A couple of others in the works.

It came out today, I was just asking since the application will be open for a few more days. It can be downloaded here.


Currently working on the fluff for a treesinger druid, Aethan Savandrel. After seeing the flavor in the Plantbringer mythic ability, I just could not help myself. Here's the crunch for the druid and his treant sapling companion - I think everything should check out fine, but please let me know if something is off! I'll be working on his backstory in the meantime.

Though just as an inquiry, do we just calculate average health for every hit die for companions (5 per HD)?

Aethan:
Male elf treesinger 3/hierophant 1
NG Medium humanoid (elf)
Init +9; Senses Perception +12, low-light vision
--------------------
DEFENSE
--------------------

AC 17, touch 12, flat-footed 15 (armor +4, shield +1, Dex +2)
hp 27 (3d8+9)
Fort +4, Ref +3, Will +6; +2 against enchantment spells and effects
Immune sleep
--------------------
OFFENSE
--------------------

Speed 30 ft.
Melee mwk scimitar +3 (1d6/18-20)
Ranged sling +4 (1d4/x2)
Special Attacks
Spells Prepared (CL 3rd [5th vs. SR], concentration +6)
2nd (2/day)-[/i]
1st (3/day)-[i]

0 (at will)-[/i]
--------------------
STATISTICS
--------------------

Str 10, Dex 14, Con 12, Int12, Wis 17, Cha 10
Base Atk +2; CMB +2; CMD 14
Feats Toughness, Improved Initiative, Improved Initiative (Mythic)
Skills Handle Animal +7 (+11 to plant companion), Heal +7, Knowledge (geography) +6, Knowledge (nature) +10, Perception +12, Spellcraft +8 (+10 to identify magic items), Survival +9
Traits Devotee of the Green, Warrior of Old
Languages Common, Elven, Druidic, Sylvan
Combat Gear +1 leaf armor, darkwood buckler, mwk scimitar, sling, sling bullets (20)
Other Gear traveler’s outfit, holly and mistletoe, spell component pouch, mwk backpack, belt pouch, hemp rope (50 ft.), waterskin, healer’s kit (10 uses), wand of [i]cure light wounds
(CL 1st, 50 uses)
Assets 123 gp, 8 sp
--------------------
SPECIAL ABILITIES
--------------------

Spontaneous Casting Can spontaneously lose a prepared spell slot to cast a summon nature’s ally spell of the same level.
Plant Bond (Ex) Gain a plant creature that acts as an animal companion would.
Nature Sense (Ex) Gain a +2 bonus on Knowledge (nature) and Survival checks.
Green Empathy (Ex) Can improve the attitude of a plant creature within 30 feet by succeeding on a check using 1d20 + druid level. Can also be used to influence an animal, but with a -4 penalty. +4 bonus when handling plant companion.
Woodland Stride (Ex) Can move through any sort of nonmagical undergrowth at normal speed without taking damage or suffering any other impairment.
Trackless Step (Ex) Leaves no trail in natural surroundings and cannot be tracked.
Hard to Kill (Ex) When below 0 hit points, stabilizes automatically without a Constitution check. Does not die until total number of negative hit points is equal to or greater than double the Constitution score (24).
Mythic Power (Su) Can exert mythic power 5 times per day.
Surge (Su) As an immediate action, can expend 1 use of mythic power to increase the result of any d20 roll by 1d6.
Beast’s Fury (Su) As a swift action, can expend 1 use of mythic power to imbue plant companion with mythic power. As an immediate action, the companion can move up to its speed and make an attack with one of its natural weapons. When making this attack, the creature rolls twice and takes the higher result. Any damage inflicted by this attack bypasses all damage reduction. The creature can act as normal during its own turn.
Plantbringer (Su) All plants within a 1-mile radius grow at double their normal rate and don’t suffer from diseases or maladies. Allied plants within 30 feet gain fast healing 1.

Treant Sapling:
NG Medium plant
Init +0; Senses Perception +7, low-light vision
--------------------
DEFENSE
--------------------

AC 13, touch 13, flat-footed 13 (natural armor +3)
hp 21 (3d8+6)
Fort +4, Ref +3, Will +2
--------------------
OFFENSE
--------------------

Speed 30 ft., climb 30 ft.
Melee 2 slams +5 (1d6+3)
Special Attacks power attack
Tricks Attack (DC 20) [2], Defend (DC 20), Down (DC 15), Watch (DC 15), Flank (DC 20), Come (DC 15), Aid (DC 20)
--------------------
STATISTICS
--------------------

Str 16, Dex 11, Con 12, Int 2, Wis 12, Cha 7
Base Atk +2; CMB +5; CMD 15
Feats Toughness, Power Attack
Skills Perception +7
SQ double damage against objects
--------------------
SPECIAL ABILITIES
--------------------

Link (Ex) Can be handled as a free action, or pushed as a move action.
Share Spells (Ex) Can be affected by spells with a target of “you” as touch spells.
Evasion (Ex) If subjected to an attack that inflicts half damage with a successful Reflex saving throw, no damage is taken instead.

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