PFS 5-16 Destiny of the Sands Part 3: Sanctum of the Sages (Inactive)

Game Master TheBobJones

Where on | Mythic Rules | Tactical


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Liberty's Edge

Male CG Halfling Cavalier (Gendarme) 9.1 | HP: 85/85 | AC: 26 (13 Tch, 25 FF) | CMB: +12, CMD: 24 (26 Bull Rush) | F: +11, R: +7, W: +6 (+2 vs Fear) | Init: +1 | Perc: +5, SM: +4 | Speed 15ft (40ft mounted) | Daily Abilities: Challenge: 3/3, Danger Ward: F – R – W | Active conditions: Mounted

So far I have treated the Mythic rules like my 7 year old daughter treats new food we try to feed her.

I just assume I won't like it and don't even want to try.

However, for a short, 1-off duration, it should be fun to see how crazy it can be. Maybe I will like it after all...

I'll get my stuff updated. Pooka hits level 6 for the last scenario here, but it looks like its mostly a minor bump for Luna. Hit points and skill points for Pooka, nothing else I can see. Normally a cavalier gets a bonus feat at 6th level, but my Gendarme archetype bumps that bonus feat up to 5th level instead.

Grand Lodge

Male CG Dwarf Warpriest/10| HP: 103/103| DR 3 vs. first attack if Sacred Armor | AC/FF/Tch: 28/27/12 28/27/12 | CMD: 22 22 (+2 vs. BR) | F/R/W ST: 15/8/14 15/8/14 (+4 st soul, +2 vs. death) | Diplomacy +4, HAnim +4, Heal +11, KnEng +8, KnRel +10, Perception: +16, SenseMtv +13, SpCft +8, Survival +10 | Init: +1 (+2 underground) | Speed 20ft | Active Conditions: Bull's Strength, Divine Favor

Not sure what to do with the Mythic stuff. I'll need to take a closer look. I don't have the books so that will limit me a bit. Warpac will also be leveling up to 5 but, other than gaining the Cleave feat, there are no weird changes.

Scarab Sages

Male LG Tengu Vigilante (Fey Zealot) 2, Unchained Rogue 3 | HP: 30/35 Con Damage35/35 Mythic 47/47 | AC: 20 (16 Tch, 15 Fl) Mythic: AC: 21 (17 Tch, 15 Fl) | CMB: +2, CMD: 18 | F: +2, R: +10 (+11) , W: +4 | Init: +6, +10 Mythic | Perc: +14* (15 vs Traps), SM: +4 | Speed 30ft (40ft: Longstrider) | Mythic Power: 4/9 Vanishing Step: 5/5 | Spells: 1st 2/2 | Active conditions: Long Strider, Invisible.

I have a vague understanding of the mythic stuff; I ran an ill-fated Wrath of the Righteous game.

Also, I didn't think Korasu took any damage, but given the "he did, he didn't" from multiple of mind / wisdom effecting sources and retcons, I figured it was flavorful ;)

Grand Lodge

Male CG Dwarf Warpriest/10| HP: 103/103| DR 3 vs. first attack if Sacred Armor | AC/FF/Tch: 28/27/12 28/27/12 | CMD: 22 22 (+2 vs. BR) | F/R/W ST: 15/8/14 15/8/14 (+4 st soul, +2 vs. death) | Diplomacy +4, HAnim +4, Heal +11, KnEng +8, KnRel +10, Perception: +16, SenseMtv +13, SpCft +8, Survival +10 | Init: +1 (+2 underground) | Speed 20ft | Active Conditions: Bull's Strength, Divine Favor

Very interesting. The handouts are pretty clear. You have more options if you have the books, but there are 6 nice abilities to choose from in the Mythic Powers 2 handout if you don't and 8 you get automatically from Mythic Powers 1 handout.

I will be choosing Absorb Blow and Rally.

Will we be able to purchase items between scenarios?

Liberty's Edge

Male CG Halfling Cavalier (Gendarme) 9.1 | HP: 85/85 | AC: 26 (13 Tch, 25 FF) | CMB: +12, CMD: 24 (26 Bull Rush) | F: +11, R: +7, W: +6 (+2 vs Fear) | Init: +1 | Perc: +5, SM: +4 | Speed 15ft (40ft mounted) | Daily Abilities: Challenge: 3/3, Danger Ward: F – R – W | Active conditions: Mounted

Its PFS Standard, no matter the "story" to be able to purchase things between scenarios, get your normal "downtime" rolls, etc. You can have the story be anything you want, but trying to adjudicate situational things where you can't purchase and do those types of things that are normally allowed would be an absolute nightmare in organized play.

So yes, you can assume you have access to whatever you would normally have access to, make whatever purchases or upgrades you want, do your day job, and then we pick up at the beginning of part 3.

On that note:

Pooka will be purchasing 5 sunrods, a cloak of resistance +1 and a handy haversack, in addition to selling a few minor things (like saddlebags that are no longer necessary, torches and tindertwigs)

Liberty's Edge

Female Bonded Mount - Dog | HP: 52/59 | AC: 24 (14 Tch, 20 FF) | CMB: +9, CMD: 23 | F: +9, R: +8, W: +3 (+4 vs Enchant) | Init: +3 w/ Pooka | Perc: +7 | Speed 40ft | Tricks: Attack, Combat Riding, Come, Defend, Down, Guard, Heel, Seek, Track, Fetch | Active conditions: Prayer

Luna also gets a few decent bumps for her increase in HD as my bonded mount.

Strength, Dex both go up, BAB, CMB/CMD, all saves bump up by 1, Natural armor up by 2, and she gets the Devotion ability, which gives her a +4 to her will save vs enchantment spells and effects.

She has also learned the "seek" ability, which means I can command her to look for anything alive or animate in an area. Haven't had to use any tricks really, but in case it comes into play, might be fun to use.


Dice Rolls | Tactical

So now we have solved the mystery of the altered Ancient Osirion histories, the deranged Sage of Plagues changed things. Toorin had a very astute guess, that they were in fact the 'real history'. I have heard the phrase 'history is written by the victors' so props for coming up with that incorrect guess.

You still have the mystery of the Scarab Sage expedition. Feel free to use any body to talk with dead. I will let this go as flavor since when you are done with Amenopheus he is going to teleport you back to Eto to begin Part 3.

Thanks Pooka for clarifications. Not that I need confirm that, but yes, he is correct. :)


Dice Rolls | Tactical

Just a side note, it seems that you are all tentative to ask this dead body questions, except for Xull that is. I would just remind you that this is an interlude, and one that is supposed to be fun devoid of any real consequences. Should you fail to ascertain the purpose of the scarab seekers, I am fully prepared to tell you.

So my friends, be brave, be bold, ask away.

Tomorrow begins the narrative for Part 3, and again the expectation is everyone levels if they need to, make any purchases that you were saving up for, apply your mythic template (if you use Hero Lab is mythic included or do you have to add it on?), and update your online characters. You will have a chance to buy some items on your way out of Eto after the 'briefing' so don't try to prognosticate that part.

If I am sober enough, or the Super Bowl stinks, I am going to update my tables on Sunday night.

If you followed along closely, you will notice that I roll for you, A LOT. It is just how to efficiently run a PbP. The more I have done correctly ahead of time, the better it is for all involved.

Scarab Sages

Male Aasimar(Osirion) Monk(Zen Archer) 6 | HP: 45/45 | AC: 20 [27] (20 [20]Tch, 18 [25] Fl) | CMB: +6, CMD: 26 | F: +8, R: +8, W: +12 | Init: +6 | Perc: +16, SM: +21 | Speed 50ft | Perfect Strike 6/6 Re-roll (+1) 1/1, KI:9/11 | Active conditions: None.

Question asked ^^.

Also, turns out Amarok didn't level, just finished Muumy's mask campaign mode and the chronicle is 4-6, meaning after part 3 Amarok will jump to fifth!

Bummer for now, but ah well. I shall be taking the mythic stuff from the sheet, improving Wisdom by 2. I will update the tagline to represent the full mythic stats.

Powers taken:

Fleet Charge

Rally.

The Exchange

Male Human (Shoanti) Level 5, #-3

Okay boys, that kind of nothing post that got invalidated by Toorin's minutes earlier post will be my last post for today. I'll post again first thing tomorrow. Have a good one!


Dice Rolls | Tactical

APL math time.

Please post what level your character will be at the start of Part 3.

Grand Lodge

Male CG Dwarf Warpriest/10| HP: 103/103| DR 3 vs. first attack if Sacred Armor | AC/FF/Tch: 28/27/12 28/27/12 | CMD: 22 22 (+2 vs. BR) | F/R/W ST: 15/8/14 15/8/14 (+4 st soul, +2 vs. death) | Diplomacy +4, HAnim +4, Heal +11, KnEng +8, KnRel +10, Perception: +16, SenseMtv +13, SpCft +8, Survival +10 | Init: +1 (+2 underground) | Speed 20ft | Active Conditions: Bull's Strength, Divine Favor

Level 5

Liberty's Edge

Male CG Halfling Cavalier (Gendarme) 9.1 | HP: 85/85 | AC: 26 (13 Tch, 25 FF) | CMB: +12, CMD: 24 (26 Bull Rush) | F: +11, R: +7, W: +6 (+2 vs Fear) | Init: +1 | Perc: +5, SM: +4 | Speed 15ft (40ft mounted) | Daily Abilities: Challenge: 3/3, Danger Ward: F – R – W | Active conditions: Mounted

6!

-Posted with Wayfinder

Grand Lodge

Male CG Dwarf Warpriest/10| HP: 103/103| DR 3 vs. first attack if Sacred Armor | AC/FF/Tch: 28/27/12 28/27/12 | CMD: 22 22 (+2 vs. BR) | F/R/W ST: 15/8/14 15/8/14 (+4 st soul, +2 vs. death) | Diplomacy +4, HAnim +4, Heal +11, KnEng +8, KnRel +10, Perception: +16, SenseMtv +13, SpCft +8, Survival +10 | Init: +1 (+2 underground) | Speed 20ft | Active Conditions: Bull's Strength, Divine Favor

Warpac purchases:
- replacing the two used scrolls of comprehend languages
- light fortification on his shield
- amulet of natural armor +1

Scarab Sages

Male Aasimar(Osirion) Monk(Zen Archer) 6 | HP: 45/45 | AC: 20 [27] (20 [20]Tch, 18 [25] Fl) | CMB: +6, CMD: 26 | F: +8, R: +8, W: +12 | Init: +6 | Perc: +16, SM: +21 | Speed 50ft | Perfect Strike 6/6 Re-roll (+1) 1/1, KI:9/11 | Active conditions: None.

3 :(

Purchasing a wand of mage armour for 2pp.

Scarab Sages

Male LG Tengu Vigilante (Fey Zealot) 2, Unchained Rogue 3 | HP: 30/35 Con Damage35/35 Mythic 47/47 | AC: 20 (16 Tch, 15 Fl) Mythic: AC: 21 (17 Tch, 15 Fl) | CMB: +2, CMD: 18 | F: +2, R: +10 (+11) , W: +4 | Init: +6, +10 Mythic | Perc: +14* (15 vs Traps), SM: +4 | Speed 30ft (40ft: Longstrider) | Mythic Power: 4/9 Vanishing Step: 5/5 | Spells: 1st 2/2 | Active conditions: Long Strider, Invisible.

Staying at 5. Figuring out if I need to purchase anything (magic weapon...)

The Exchange

Male Human (Shoanti) Level 5, #-3

Still at 5. Actually just finished making Xûll mythic. Also purchased an armor upgrade and a wand of phantom blood.

Liberty's Edge

Male CG Halfling Cavalier (Gendarme) 9.1 | HP: 85/85 | AC: 26 (13 Tch, 25 FF) | CMB: +12, CMD: 24 (26 Bull Rush) | F: +11, R: +7, W: +6 (+2 vs Fear) | Init: +1 | Perc: +5, SM: +4 | Speed 15ft (40ft mounted) | Daily Abilities: Challenge: 3/3, Danger Ward: F – R – W | Active conditions: Mounted

Just have to apply mythic and I will be ready

-Posted with Wayfinder


Dice Rolls | Tactical

APL Math:

Pooka 6, Xull 5, Warpac 5, Korasu 5, Amarok 3, Toorin 3

6+5+5+5+3+3=27

27/6 = 4.5

This scenario has sub tier 3-4 and 6-7.

PFSG wrote:
If you are exactly at 0.5, let the group decide which subtier they wish to play.

You are. So you can round down to 4 or up to 5.

PFSG wrote:
A party of five to seven characters whose APL is between two subtiers must play the higher tier with the four-character adjustment.

So if I am understanding it correctly, you can decide to play 3-4 with no adjustment, or 6-7 with the 4-party adjustment.

Since there are two 3rd level characters, I'd like you to talk about it. With the mythic 'stuff' in, I am not sure how challenging the encounters will actually be as you have so many new abilities.

If you care about these things:
3–4 1,282
Out of Subtier 2,255
6–7 3,229

The Exchange

Male Human (Shoanti) Level 5, #-3

My vote is 6-7 with 4 party adjustment... but only if we respect Pooka's charge lanes. Otherwise our DPR goes down a lot.

I get out-of-subtier gold regardless, so I'm just choosing that for the challenge factor.

Liberty's Edge

Male CG Halfling Cavalier (Gendarme) 9.1 | HP: 85/85 | AC: 26 (13 Tch, 25 FF) | CMB: +12, CMD: 24 (26 Bull Rush) | F: +11, R: +7, W: +6 (+2 vs Fear) | Init: +1 | Perc: +5, SM: +4 | Speed 15ft (40ft mounted) | Daily Abilities: Challenge: 3/3, Danger Ward: F – R – W | Active conditions: Mounted

Top Tier gold would be nice - I am with Xull.

Just want to second Xull's comment about the charge lanes too. Pooka's damage goes way up when he can charge, and he has the handy ride by attack feat. This means that assuming the map lets us, he could charge on every round. (by going by and having enough room to come back the next round) Add into that being able to take a 90 degree turn in the charge, and Pooka should be able to make a decent amount of things work.

No caltrops Warpac. :)

Charging Damage without an active challenge - 3d6+30 (average 41 damage)

Charging damage with an active challenge - 3d6+48 (average 59 damage)

Playing the top tier means the enemies will have some nastier abilities, or will be less handicapped. Make sure your toons have ways to deal with things like invisilibity, various damage reductions, etc.

This should be fun :)

Grand Lodge

Male CG Dwarf Warpriest/10| HP: 103/103| DR 3 vs. first attack if Sacred Armor | AC/FF/Tch: 28/27/12 28/27/12 | CMD: 22 22 (+2 vs. BR) | F/R/W ST: 15/8/14 15/8/14 (+4 st soul, +2 vs. death) | Diplomacy +4, HAnim +4, Heal +11, KnEng +8, KnRel +10, Perception: +16, SenseMtv +13, SpCft +8, Survival +10 | Init: +1 (+2 underground) | Speed 20ft | Active Conditions: Bull's Strength, Divine Favor

I got it. My mistake last time was that I thought you could only charge up to the opponent and then had to stop. I am not all that familiar with how cavaliers. I really was making an honest attempt to leave the charge lane open, to the point where I gave up my opportunity to attack and actually retreated around the corner to allow Pooka to charge. I had no idea that part of the tactics was to charge through the enemies, so it was not a deliberate choice to mess you up. I rolled that into the role-playing, figuring a dwarf might be just as likely to make the same assumption.

Anyway, having 1 PM and a half dozen reprimands on the forum is enough already.

Liberty's Edge

Male CG Halfling Cavalier (Gendarme) 9.1 | HP: 85/85 | AC: 26 (13 Tch, 25 FF) | CMB: +12, CMD: 24 (26 Bull Rush) | F: +11, R: +7, W: +6 (+2 vs Fear) | Init: +1 | Perc: +5, SM: +4 | Speed 15ft (40ft mounted) | Daily Abilities: Challenge: 3/3, Danger Ward: F – R – W | Active conditions: Mounted

No offense intended Warpac. Thats why I put the smiley face on there. Just trying to give you a playful hard time and have some fun since it is over and in the past.

The in character RP was (supposed to be) fun, and I wouldn't have done it had you not suggested it.

Everybody ok? No hard feelings?

We are all adults here. As I said once already today, this should be fun. Let's have fun.

The Exchange

Male Human (Shoanti) Level 5, #-3

If it helps, my comment wasn't directed at Warpac but everyone (self included). I've been guilty (earlier on, well before this trilogy) of getting in Pooka's charge lanes before. This was before he could wheel and charge by, too...

Xûll has good movement and a tendency to just run straight for the enemy. ;-)

Oh, and I added the comment because it really is that important to our DPR. I've played a cavalier from 1-12 before so I know whereof I speak. Pooka's damage without a charge lane goes from:

Charging Damage without an active challenge - 3d6+30 (average 41 damage)
Charging damage with an active challenge - 3d6+48 (average 59 damage)

to

Lance Damage without an active challenge - 1d6+10 (average 13 damage) - 28 less
Lance Damage with an active challenge - 1d6+16 (average 19 damage) - 40! less

That kind of damage improvement helps a lot even if it is only at the start of a combat. I believe he also gets decent (+3?) bonuses to hit while charging and no AC penalty (unless those feats/abilities are later on than I recall).


Dice Rolls | Tactical

And now we move on. Perfect.

Thanks for keeping the discussion civil and polite to all involved.

Warpac Thoughts on tier?

Liberty's Edge

Male CG Halfling Cavalier (Gendarme) 9.1 | HP: 85/85 | AC: 26 (13 Tch, 25 FF) | CMB: +12, CMD: 24 (26 Bull Rush) | F: +11, R: +7, W: +6 (+2 vs Fear) | Init: +1 | Perc: +5, SM: +4 | Speed 15ft (40ft mounted) | Daily Abilities: Challenge: 3/3, Danger Ward: F – R – W | Active conditions: Mounted
Xull wrote:


That kind of damage improvement helps a lot even if it is only at the start of a combat. I believe he also gets decent (+3?) bonuses to hit while charging and no AC penalty (unless those feats/abilities are later on than I recall).

I forgot that part! Thanks for pointing that out too Xull. Yes, Pooka gets a +4 to attack and no AC penalty due to the Cavalier's charge ability.

Just like a rogue/ninja is useless without sneakattack damage, a cavalier (gendarme) is pretty weak without a charge :)

That reason is why I have focused so hard on my charging feats, in particular the ride by attack and the wheeling charge (thanks for finding that one for me Xull!!)

I don't want to be a pain in the butt for the group where you all have to bend over backwards just to let me charge, and with those feats we should be able to have some good tactical flexibility so you don't have to hamstring yourself just to let me do my thing.

Because wheeling charge allows me to ignore allies (meaning they don't count as impeding my charge) and my lance has reach, the melee characters can actually get in melee with enemies, and I can charge right over/past you. (albiet with the cover penalty if applicable). In Xull's case I can charge through him and attack on the other side since he often has a 15' reach.

This of course assumes the map allows enough room to charge.

The Exchange

Male Human (Shoanti) Level 5, #-3

Pooka, you're most welcome. Those feats were straight out copies from my own cavalier's feats (except wheeling charge, which I did not have access to at the time).

Also don't forget that Pooka also has 10ft of reach with a lance (unless something strange happens to weapon qualities when you go small), so you don't need to be adjacent to the enemies when you do the charge thing (you attack from the nearest square you threaten them from in your line of charge).

Xûll only has 15' reach with a lucerne hammer (which he only uses when he needs cold iron or silver).

Scarab Sages

Male Aasimar(Osirion) Monk(Zen Archer) 6 | HP: 45/45 | AC: 20 [27] (20 [20]Tch, 18 [25] Fl) | CMB: +6, CMD: 26 | F: +8, R: +8, W: +12 | Init: +6 | Perc: +16, SM: +21 | Speed 50ft | Perfect Strike 6/6 Re-roll (+1) 1/1, KI:9/11 | Active conditions: None.

I dont mind attempting up with four player adjustment, as long as there arent loads of corridors this time! -4 to hit due to allies locked in a corridor sucks! (Not that you can help it, nor does it really affect my decision ^^).

Really enjoying the group dynamic!

Grand Lodge

Male CG Dwarf Warpriest/10| HP: 103/103| DR 3 vs. first attack if Sacred Armor | AC/FF/Tch: 28/27/12 28/27/12 | CMD: 22 22 (+2 vs. BR) | F/R/W ST: 15/8/14 15/8/14 (+4 st soul, +2 vs. death) | Diplomacy +4, HAnim +4, Heal +11, KnEng +8, KnRel +10, Perception: +16, SenseMtv +13, SpCft +8, Survival +10 | Init: +1 (+2 underground) | Speed 20ft | Active Conditions: Bull's Strength, Divine Favor

I always like to get more gold whenever possible. I dislike the 4 player adjustment because the action economy hit can make the bad guys lame, but I think long term and would prefer to play up-tier.


Dice Rolls | Tactical

Scarab Sages

Male LG Tengu Vigilante (Fey Zealot) 2, Unchained Rogue 3 | HP: 30/35 Con Damage35/35 Mythic 47/47 | AC: 20 (16 Tch, 15 Fl) Mythic: AC: 21 (17 Tch, 15 Fl) | CMB: +2, CMD: 18 | F: +2, R: +10 (+11) , W: +4 | Init: +6, +10 Mythic | Perc: +14* (15 vs Traps), SM: +4 | Speed 30ft (40ft: Longstrider) | Mythic Power: 4/9 Vanishing Step: 5/5 | Spells: 1st 2/2 | Active conditions: Long Strider, Invisible.

Korasu has all you beat and bought a wand of Endure Elements back in the first scenario. Save your money ;)

Grand Lodge

Male CG Dwarf Warpriest/10| HP: 103/103| DR 3 vs. first attack if Sacred Armor | AC/FF/Tch: 28/27/12 28/27/12 | CMD: 22 22 (+2 vs. BR) | F/R/W ST: 15/8/14 15/8/14 (+4 st soul, +2 vs. death) | Diplomacy +4, HAnim +4, Heal +11, KnEng +8, KnRel +10, Perception: +16, SenseMtv +13, SpCft +8, Survival +10 | Init: +1 (+2 underground) | Speed 20ft | Active Conditions: Bull's Strength, Divine Favor
Warpac wrote:

Warpac purchases:

- replacing the two used scrolls of comprehend languages
- light fortification on his shield
- amulet of natural armor +1

I think I'll a a cloak of resistance to that too as I have enough to afford it and it is just one of those things you always get.

Grand Lodge

Male CG Dwarf Warpriest/10| HP: 103/103| DR 3 vs. first attack if Sacred Armor | AC/FF/Tch: 28/27/12 28/27/12 | CMD: 22 22 (+2 vs. BR) | F/R/W ST: 15/8/14 15/8/14 (+4 st soul, +2 vs. death) | Diplomacy +4, HAnim +4, Heal +11, KnEng +8, KnRel +10, Perception: +16, SenseMtv +13, SpCft +8, Survival +10 | Init: +1 (+2 underground) | Speed 20ft | Active Conditions: Bull's Strength, Divine Favor
GM_TheBobJones wrote:
Scarab Seekers

Those links don't seem to lead anywhere.

Sovereign Court

Male LG Elf Transmuter (Spellbinder) 2 / Investigator (Empiricist) 1 | HP: 32/32 | AC: 16 (12 Tch, 14 Fl) | CMB: +2, CMD: 13 | F: +1, R: +2, W: +5 | Init: +5 | Perc: +7, SM: +5 | Speed 30ft | Telekinetic fist: 7/7; Mythic Power 5/7 | Active Conditions: Endure Elements, Mage Armor6

Only now am I getting proper time to process the mythic stuff and get caught up. No purchases for Toorin. I'll try to have him updated before I retire tonight.

Mythic options taken:
Absorb Blow
Legendary Magic

I'm okay with whatever level others want to run.

I think these are the links intended in the post a few up on Scarab Seekers:

Piece #1, read the post and open Toorin's 2nd spoiler
Drawing signed V.L. matches initials of one of the names given as Scarab Seekers: Ven Lorovox. Handwriting same as map and list of stuff to do.

Piece #2
Korasu is a member of the Scarab Sages faction. Are Scarab Sages same as Scarab Seekers?

Piece #3
Wayfinder inscription also signed V.L.

Piece #4

If I had more time to re-read posts and keep detailed notes, I might have picked up on this as we went along.


Dice Rolls | Tactical
Warpac wrote:
GM_TheBobJones wrote:
Scarab Seekers
Those links don't seem to lead anywhere.

Nuts - when I changed the thread name it nullified the links.

Will work on it tomorrow - or just do a thread search for V. L.

Grand Lodge

Male CG Dwarf Warpriest/10| HP: 103/103| DR 3 vs. first attack if Sacred Armor | AC/FF/Tch: 28/27/12 28/27/12 | CMD: 22 22 (+2 vs. BR) | F/R/W ST: 15/8/14 15/8/14 (+4 st soul, +2 vs. death) | Diplomacy +4, HAnim +4, Heal +11, KnEng +8, KnRel +10, Perception: +16, SenseMtv +13, SpCft +8, Survival +10 | Init: +1 (+2 underground) | Speed 20ft | Active Conditions: Bull's Strength, Divine Favor

Thanks Toorin, that helped. And now there is no need for the GM to fix the links.

So are we thinking that Torch is VL/Ven Lorovax and a member of the scarab seekers?

Grand Lodge

Male CG Dwarf Warpriest/10| HP: 103/103| DR 3 vs. first attack if Sacred Armor | AC/FF/Tch: 28/27/12 28/27/12 | CMD: 22 22 (+2 vs. BR) | F/R/W ST: 15/8/14 15/8/14 (+4 st soul, +2 vs. death) | Diplomacy +4, HAnim +4, Heal +11, KnEng +8, KnRel +10, Perception: +16, SenseMtv +13, SpCft +8, Survival +10 | Init: +1 (+2 underground) | Speed 20ft | Active Conditions: Bull's Strength, Divine Favor
Warpac wrote:
Warpac wrote:

Warpac purchases:

- replacing the two used scrolls of comprehend languages
- light fortification on his shield
- amulet of natural armor +1
I think I'll a a cloak of resistance to that too as I have enough to afford it and it is just one of those things you always get.

He still has 448 left. A pity. He would have loved to get the cracked magenta prism (+2 to any skill and can change the skill once per day - VERY NICE), but he will have to settle for the cracked pale blue rhomboid (+1 to climb) leaving him a paltry 248 gold left over.

Liberty's Edge

Male CG Halfling Cavalier (Gendarme) 9.1 | HP: 85/85 | AC: 26 (13 Tch, 25 FF) | CMB: +12, CMD: 24 (26 Bull Rush) | F: +11, R: +7, W: +6 (+2 vs Fear) | Init: +1 | Perc: +5, SM: +4 | Speed 15ft (40ft mounted) | Daily Abilities: Challenge: 3/3, Danger Ward: F – R – W | Active conditions: Mounted
Warpac wrote:

Thanks Toorin, that helped. And now there is no need for the GM to fix the links.

So are we thinking that Torch is VL/Ven Lorovax and a member of the scarab seekers?

The torch suggestion came from me - a total guess from left field. No reason to think torch is involved, or is actually anyone unless we find proof.

Pooka is taking fleet charge and beast's fury.

I will also buy some climbing equipment, but I will have to decide what specifically when I get home and in front of hero lab. I have just shy of 600 gp, so it will likely only be mundane equipment.

Liberty's Edge

Male CG Halfling Cavalier (Gendarme) 9.1 | HP: 85/85 | AC: 26 (13 Tch, 25 FF) | CMB: +12, CMD: 24 (26 Bull Rush) | F: +11, R: +7, W: +6 (+2 vs Fear) | Init: +1 | Perc: +5, SM: +4 | Speed 15ft (40ft mounted) | Daily Abilities: Challenge: 3/3, Danger Ward: F – R – W | Active conditions: Mounted

It just dawned on me. Two scrolls of spider climb that one of our casters can cast on me. Two scrolls ant haul that someone can cast on me as well. Then I can climb like a spider, and strap Luna to my back.

Just for kicks, will get another 150 feet of silk rope to supplement my current 50 feet, and since I already have a handy haversack, the climbing gear and pitons, even though I probably wont need the gear and ropes. Total GP spent on those purchases should be in the range of 400gp - will confirm on hero lab when I get home tomorrow.


Dice Rolls | Tactical
Pooka Bladespinner wrote:
Warpac wrote:

Thanks Toorin, that helped. And now there is no need for the GM to fix the links.

So are we thinking that Torch is VL/Ven Lorovax and a member of the scarab seekers?

The torch suggestion came from me - a total guess from left field. No reason to think torch is involved, or is actually anyone unless we find proof.

Yes, but you missed the spoiler above. In that spoiler I posted some links and hints. Unfortunately my posted links were bad since I changed the title of the thread. Toorin posted corrections which is what Warpac was referring to.


Dice Rolls | Tactical

As Pooka has done, please add in 'Daily Abilities: Mythic: 9/9' to your taglines and keep track of that as an expendable resource.

Remember that you need to spend those point to use some of your Mythic Abilities.

Liberty's Edge

Male CG Halfling Cavalier (Gendarme) 9.1 | HP: 85/85 | AC: 26 (13 Tch, 25 FF) | CMB: +12, CMD: 24 (26 Bull Rush) | F: +11, R: +7, W: +6 (+2 vs Fear) | Init: +1 | Perc: +5, SM: +4 | Speed 15ft (40ft mounted) | Daily Abilities: Challenge: 3/3, Danger Ward: F – R – W | Active conditions: Mounted

Ah ha! Well don't I feel sheepish :)
In that case, yes, I would be inclined to agree with warpac.

And I would feel even better about my wild epiphany

-Posted with Wayfinder

The Exchange

Male Human (Shoanti) Level 5, #-3

By the way, all, I added the Mythic abilities to Xûll's character sheet. Just reply to my next post if you want the BBCode (and change the ones like ability score, and exceptional deeds where your selection differs from Xûll's.

The Exchange

Male Human (Shoanti) Level 5, #-3

3 Mythic Tiers

Mythic: You are considered a mythic creature, which may affect how some spells and abilities affect you.
Ability score: Increase ability score by 2.
Exceptional deeds: Two special abilities:

  • Your 1st choice: Description.
  • Your 2nd choice: Description.
    Hit Points: Gain 12 hit points.
    Hard to Kill (Ex): Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when you fall below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.
    Mythic Power (Su): 9 mythic power per day.
    Surge (Su): You can call upon your mythic power to overcome difficult challenges. Expend one use of mythic power to increase any d20 roll you just made by rolling 1d6+1 twice and adding the higher roll to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll.
    Amazing Initiative: You gain a +3 bonus on initiative checks. In addition, as a free action on your turn, expend one use of mythic power to take an additional standard action during that turn. This standard action cannot be used to cast a spell. Limit one per turn.
    Recuperation: You are restored to full hit points after 8 hours of rest as long as you aren't dead. In addition, use one mythic power and rest for 1 hour to regain half of your hit points and regain the use of any class features that are limited to a certain number of uses per day. This doesn't include mythic abilities.


  • Dice Rolls | Tactical

    Nice Xull. Thanks for that!

    Scarab Sages

    Male LG Tengu Vigilante (Fey Zealot) 2, Unchained Rogue 3 | HP: 30/35 Con Damage35/35 Mythic 47/47 | AC: 20 (16 Tch, 15 Fl) Mythic: AC: 21 (17 Tch, 15 Fl) | CMB: +2, CMD: 18 | F: +2, R: +10 (+11) , W: +4 | Init: +6, +10 Mythic | Perc: +14* (15 vs Traps), SM: +4 | Speed 30ft (40ft: Longstrider) | Mythic Power: 4/9 Vanishing Step: 5/5 | Spells: 1st 2/2 | Active conditions: Long Strider, Invisible.

    So I'm debating whether or not to use the Chron sheet abilities or try and make a custom mythic character, as this might be the only time Mythic Adventures ever comes off my shelf. I'm not sure it's worth the hassle and being a very special sneaky snowflake though ;)

    Grand Lodge

    Male CG Dwarf Warpriest/10| HP: 103/103| DR 3 vs. first attack if Sacred Armor | AC/FF/Tch: 28/27/12 28/27/12 | CMD: 22 22 (+2 vs. BR) | F/R/W ST: 15/8/14 15/8/14 (+4 st soul, +2 vs. death) | Diplomacy +4, HAnim +4, Heal +11, KnEng +8, KnRel +10, Perception: +16, SenseMtv +13, SpCft +8, Survival +10 | Init: +1 (+2 underground) | Speed 20ft | Active Conditions: Bull's Strength, Divine Favor

    Do it! I'd love to see some tailored mythic building :)

    The Exchange

    Male Human (Shoanti) Level 5, #-3

    I agree with Warpac! If you've got the book, what better chance to use it?


    Dice Rolls | Tactical

    Chase Score

    Even though Kafar and Nefti have a head start, it is possible for you to catch up as you follow the Aspisagents’ trail. Over the course of the adventure, you may gain or lose Chase Points

    I may also award you up to two additional Chase Points to reflect your effective use of magic items, class features, or other character options.

    You start your pursuit with 5 Chase Points when Amenopheus uses teleport to transport you all to where Kafar and Nefti entered the mountains.

    In addition, if your average movement speed (rounded to the nearest 10 feet) exceeds 30 feet, then you gain 1 Chase Point.


    Dice Rolls | Tactical

    Game was too good. Bit behind but I will post the opening scene once I get some 'stuff' here and there done.

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