Rise of the New Runelords

Game Master Harakani

Kingdom Map (now with Loy's family notes AND the Runelord's Route)
Kingdom Turn
Minions Page

[ ]Forsten [ ]Anglon [ ]Valerianna [ ]Denat [ ]Ronald [ ]Simon [ ]Grey
[ ]Zekat [ ]Legion [ ]Molly [ ]Grey Horror [ ]GreyServants [HQ]ZomBees
Fight Map


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What it says on the tin; Caffiene addict 20
Harakani DM wrote:
Ah Legion - when he's useful he's VERY useful

I'm totally steals that idea for my next Mage.


yeah, he's not much of a familiar. He's not very good for touch spells, and I don't think he could activate a want for me (not really sure), but he has this one awesome trick…


Don't forget the construct traits and the perfect flight. Why is he not very good for touch spells?


What it says on the tin; Caffiene addict 20

When I do it I think I'll just make it an intelligent magic item and call it a day. Too many dm fiats for me to want to handle.


Good idea.

Oh, I have put the recruitment post up.


HP 36/36, Temp HP 7, AC 12, +0 Fort, +1 Ref, +4 Will, Mythic 6/7, Command 10/10, Bolster 10/10
Harakani DM wrote:
Don't forget the construct traits and the perfect flight. Why is he not very good for touch spells?

Because I don't think he has hands? I'm not sure. I've been playing it as if Unseen Servant was his only means of interacting with the world. I guess he could just tap things with his body. I hadn't thought of that.


HP 36/36, Temp HP 7, AC 12, +0 Fort, +1 Ref, +4 Will, Mythic 6/7, Command 10/10, Bolster 10/10
Tiny Coffee Golem wrote:
When I do it I think I'll just make it an intelligent magic item and call it a day. Too many dm fiats for me to want to handle.

It wouldn't work in every game. Lucky for us, we have a Gm who's pretty permissive without letting things get out of hand.


What it says on the tin; Caffiene addict 20

I'm thinking something similar for a future kingmaker game with my tabletop group. Mine would be for an elitist Mage do he would always have servants. Over time I'd add powers to it depending on how the game went. Really depends on funding.

Maybe eventually wall of stone and wall of iron at will for city building.


HP 36/36, Temp HP 7, AC 12, +0 Fort, +1 Ref, +4 Will, Mythic 6/7, Command 10/10, Bolster 10/10

Can I get a list of what was left to be animated? How many zombees survived?


I think all the zombees survived. Was wondering about the spider, or more wasps.


HP 36/36, Temp HP 7, AC 12, +0 Fort, +1 Ref, +4 Will, Mythic 6/7, Command 10/10, Bolster 10/10

I'll leave the wasps. I'd love to animate the spider though. How many HD is it? I might need Anglon's help again. I can probably cast Decompose Corpse and have the Zombees air-lift the corpse back to HQ to be processed later.


7HD.
Basically it was an Ogre Spider that was being augmented by Hasathorex.


HP 36/36, Temp HP 7, AC 12, +0 Fort, +1 Ref, +4 Will, Mythic 6/7, Command 10/10, Bolster 10/10

Got it. With Anglon's help I can animate that. I'll send it back to HQ with the bees. Decompose Corpse should get rid of about 80% of it's weight.

I really can't wait for 7th level when I can cast animate dead for myself.


Why wouldn't lesser animate dead work?


What it says on the tin; Caffiene addict 20
Harakani DM wrote:
Why wouldn't lesser animate dead work?

WIthout actually re-reading it I think it only makes humanoid skeletons.


HP 36/36, Temp HP 7, AC 12, +0 Fort, +1 Ref, +4 Will, Mythic 6/7, Command 10/10, Bolster 10/10

Close.

Lesser Animate Dead is limited to Small or Medium Skeletons.


Yes - you can have the exoskeleton sent to your 'lab'.

Incidentally I should have been clearer. With the 'loyalty' of the Sootscale Kobolds you enter the strategic portion of the game.
The question, then, is where you want your first hex to be.


M
Stats:
AC 33 ;touch 23;flat-footed 27;Fort+8,Ref+10,Will+11; Init+6; Percep +23;CMB+7;CMD33
eldritch knight 7/monk (sohei) 1/sorcerer (tattooed sorcerer, wildblooded) 1

Maybe we can enlist the Kobolds to help us explore. Not engage, mind you. Just explore.


I think the expanded UCam rules had something about that. You can pay (through the nose) for exploration & problem solving.

Have you guys been keeping an eye on the recruitment?


Male Human Cleric 7 Hierophant 2 / F+7,R+4,W+12 / AC 17/10/17 CMD 16 / HP 48/48 / Init +2 Per +5 / Spells 7/7,6/6,4/4,3/3 / Bursts 6/6 / Mythic Power 7/7

Somewhat.


HP 36/36, Temp HP 7, AC 12, +0 Fort, +1 Ref, +4 Will, Mythic 6/7, Command 10/10, Bolster 10/10

I have been. I'm a bit underwhelmed by most, at least so far. Maybe things will kick up now that the holidays are done.


I wanted to update the kingdom map, but I think I left my raw files on my desk at work, in a locked room.

My apologies.


Okay - so I had seen this happening
1. Group returns to Hargran
2. Caillus, Arioch and Taerine leave
3. New people arrive
4. Hargran does his thing
5. Group goes Mythic
6. Start of Kingdom turn

But I'm not sure the group would not want to run off immediately safter going Mythic

But I am thinking about moving this around. How about

1. Group returns to Hargran
2. Kingdom turn
3. During this time Arioch is assigned as Diplomat. Taerine and Caillus (the two front line combatants, both should be 'claimed' so cannot be co-opted) do some scouting near the Stag Lord's Keep and vanish
4. Hargran researches his ritual
5. Some of Hargran's old students turn up
6. Hargran does his thing
7. Group goes Mythic
8. End of Kingdom Turn

Means everyone gets their level and mythic, and then can resume adventuring.
Loss of Caillus and Taerine hopefully puts the group on a defensive footing until they gain Mythic.

Does that sound reasonable to everyone?


Male Human Cleric 7 Hierophant 2 / F+7,R+4,W+12 / AC 17/10/17 CMD 16 / HP 48/48 / Init +2 Per +5 / Spells 7/7,6/6,4/4,3/3 / Bursts 6/6 / Mythic Power 7/7

Sure.


If anyone has any feedback they'd like to give me on recruitment, please PM me.


HP 36/36, Temp HP 7, AC 12, +0 Fort, +1 Ref, +4 Will, Mythic 6/7, Command 10/10, Bolster 10/10

That sounds like a pretty good way of working things.


Male Human Wizard (conjurer) 8/ Archmage 3

About the Mythic path, as I am still reading the book.. can we choose several paths ?
Anyway, I'm interested in the Marshal path (and maybe the Guardian one)


Male Human Cleric 7 Hierophant 2 / F+7,R+4,W+12 / AC 17/10/17 CMD 16 / HP 48/48 / Init +2 Per +5 / Spells 7/7,6/6,4/4,3/3 / Bursts 6/6 / Mythic Power 7/7

You'd have to take the dual path feat at 1st tier, then you can choose two paths. What I plan on doing
Dual Path


M
Stats:
AC 33 ;touch 23;flat-footed 27;Fort+8,Ref+10,Will+11; Init+6; Percep +23;CMB+7;CMD33
eldritch knight 7/monk (sohei) 1/sorcerer (tattooed sorcerer, wildblooded) 1

I'm not sure what I'll do. Will research it today.


Male Human Wizard (conjurer) 8/ Archmage 3

Thanks Anglon. I'm definitely interested in Marshal/Guardian.


M
Stats:
AC 33 ;touch 23;flat-footed 27;Fort+8,Ref+10,Will+11; Init+6; Percep +23;CMB+7;CMD33
eldritch knight 7/monk (sohei) 1/sorcerer (tattooed sorcerer, wildblooded) 1

I'm just going to go Archmage. I'm also a martial character, but I'm going to concentrate more on cool magic tricks.

Unless of course anyone has any suggestions?


Male Human Wizard (conjurer) 8/ Archmage 3

Sorry for the newbie question but I'd prefer to be sure : do I have to take Dual path as my first mythic feat ? or can I wait for let's say tier 3 and the 2nd mythic feat ?


AFAIK you can take it whenever you want.
Also: new Kingdom map is up!


HP 36/36, Temp HP 7, AC 12, +0 Fort, +1 Ref, +4 Will, Mythic 6/7, Command 10/10, Bolster 10/10

There are surprisingly few Mythic options for a Necromancer. Mythic Spells and Mythic Command Undead are pretty much it for feats. For abilities there pretty much aren't any.

So, I think I'm going to take Grey in a direction I hadn't considered. At first tier I can pick up both of those feats, then next level/tier I'm going to start focusing on Counterspells. I spent most of the last fight letting my horde to the work for me, so if I continue that theme, and have Grey just spend most of his time waiting to Counter whatever gets thrown at us, I should be able to effectively lock down enemy minions, and casters, letting the rest of the group concentrate on the big targets.

Thoughts?


HP 36/36, Temp HP 7, AC 12, +0 Fort, +1 Ref, +4 Will, Mythic 6/7, Command 10/10, Bolster 10/10

Should we be updating our sheets now? I'll get on that tonight.


M
Stats:
AC 33 ;touch 23;flat-footed 27;Fort+8,Ref+10,Will+11; Init+6; Percep +23;CMB+7;CMD33
eldritch knight 7/monk (sohei) 1/sorcerer (tattooed sorcerer, wildblooded) 1

DM I need a ruling on something please.

Perfect Preparation (Ex): You have discovered the secret to preparing spells without having to refer to outside sources. You no longer need to prepare spells from a spellbook (if you're a magus or wizard) or a familiar (if you're a witch). You still must spend the normal amount of time preparing spells. You may keep or discard your spellbook or familiar

Clearly I'll no longer need a book, however, what determines what spells are "in my book?" Can I effectively prepare any wizard spell?


HP 36/36, Temp HP 7, AC 12, +0 Fort, +1 Ref, +4 Will, Mythic 6/7, Command 10/10, Bolster 10/10

I think that you still need to "learn" them as normal, which is basically the same as scribing them in a spell book, but you're actually just memorizing the formula.


That's what I think too


M
Stats:
AC 33 ;touch 23;flat-footed 27;Fort+8,Ref+10,Will+11; Init+6; Percep +23;CMB+7;CMD33
eldritch knight 7/monk (sohei) 1/sorcerer (tattooed sorcerer, wildblooded) 1
The Master in Grey wrote:
I think that you still need to "learn" them as normal, which is basically the same as scribing them in a spell book, but you're actually just memorizing the formula.

I can go with that. What's the Cost and time then? Same as a spell book and just gloss over the rest?


Yep. I think the advantage is in not having to worry about losing it. That said, in a group of wizards I am not sure how useful if it's going to be. Would be pretty good with the right fast study stuff I suppose.

I wonder if you can do this with a preconstructed spellbook ritual?


M
Stats:
AC 33 ;touch 23;flat-footed 27;Fort+8,Ref+10,Will+11; Init+6; Percep +23;CMB+7;CMD33
eldritch knight 7/monk (sohei) 1/sorcerer (tattooed sorcerer, wildblooded) 1

Need to think about that.
I've got most of my character changes listed, but haven't decided on arcana or feat.


I suppose it would make you the "library" of the group. You memorise every spell you can that they have, and if anyone's book is destroyed you could rewrite it.


M
Stats:
AC 33 ;touch 23;flat-footed 27;Fort+8,Ref+10,Will+11; Init+6; Percep +23;CMB+7;CMD33
eldritch knight 7/monk (sohei) 1/sorcerer (tattooed sorcerer, wildblooded) 1
Harakani DM wrote:
I suppose it would make you the "library" of the group. You memorise every spell you can that they have, and if anyone's book is destroyed you could rewrite it.

Oh, That's true. I'd be a great way to role-play an Eidetic memory. Basically, Assuming they're amiable, I know every spell in everyone's book. When we eventually have a mage college (because duh) I'd know every spell they know.

Once we get to the Mage college point it'd be easier to write down the spells I don't know. lol.

Ok, I like this idea. I think I'm going to go with it for my first Path ability.

Now that being said what's the difference between the wizard discovery Fast Study and the path ability Rapid Preparation? WIth the notable exception of the spending of a Mythic power to instantly prepare an open spell slot.

If they're otherwise the same I'll take Fast Study as my 5th level bonus feat to play up the eidetic memory thing.

Fast Study (discovery):

Prerequisite: You must be at least a 5th-level Wizard to select this discovery.

Benefit: Normally, a Wizard spends 1 hour preparing all of his spells for the day, or proportionately less if he only prepares some spells, with a minimum of 15 minutes of preparation. Thanks to mental discipline and clever mnemonics, you can prepare all of your spells in only 15 minutes, and your minimum preparation time is only 1 minute.

Rapid Preparation:
(Su): You can prepare a spell in an open spell slot in only 1 minute instead of the normal 15 minutes. You can prepare spells in all of your available spell slots in only 15 minutes instead of the normal 1 hour. As a swift action, you can expend one use of mythic power to instantly prepare one spell in an open spell slot.


M
Stats:
AC 33 ;touch 23;flat-footed 27;Fort+8,Ref+10,Will+11; Init+6; Percep +23;CMB+7;CMD33
eldritch knight 7/monk (sohei) 1/sorcerer (tattooed sorcerer, wildblooded) 1

So I just found the levitate Epic spell. When I hit the equivalent of 8th tier I want this. Can you say flying castle?

Epic LEVITATE:

Source levitate
Instead of affecting one creature, you can affect a number of targets up to your caster level, but the total weight supported can be no more than 100 pounds per caster level. You can spend a move action to mentally direct all targets, but you must move all of them identically.

Augmented (8th): If you expend 10 uses of mythic power, you permanently levitate a 5-foot cube of rock, which you can move 20 feet vertically or horizontally as a move action.

If you have created multiple cubes and they are physically touching each other, you can direct them all as a single move action (as if they were one object), even if some of them are out of range. Each levitating cube can support approximately 1,000 pounds of weight, allowing you to use it as a portion of the foundation for a bridge, floating castle, or similar construction project.

Edit:

And in impressive way to jump out of our flying fortress.

Epic Feather Fall:

FEATHER FALL
Source feather fall
The spell affects one additional target per level. The targets don't have to be within 20 feet of each other.

Augmented (4th): If you expend two uses of mythic power, the spell absorbs the targets' velocity and transforms it into a concussive blast. Targets fall at the normal rate (not slowed) but land safely. When a target lands, it creates a 10-foot-radius burst of force that deals 1d6 points of damage per caster level (maximum 5d6, Reflex half, DC equal to the DC of feather fall). The targets of this spell are unaffected by these concussive blasts.


M
Stats:
AC 33 ;touch 23;flat-footed 27;Fort+8,Ref+10,Will+11; Init+6; Percep +23;CMB+7;CMD33
eldritch knight 7/monk (sohei) 1/sorcerer (tattooed sorcerer, wildblooded) 1

Wow. Even Epic Sleep is cool.

At the higher Tier's you can put a city to sleep.

Epic SLEEP:

Source sleep
The spell affects up to 8 Hit Dice of creatures, and you can choose the order in which creatures are affected by the spell. Any effect that would automatically awaken a sleeping creature instead allows it to attempt a new Will saving throw to awaken.

Augmented (8th): If you expend three uses of mythic power, you can target all living creatures other than you that have 8 Hit Dice or fewer in a 1-mile radius centered on you. Creatures that fail their saving throws fall asleep for a number of days equal to your tier. You can select a number of creatures up to your tier to not be affected by the spell.


Sweet! 8th Tier is a long way away though...


M
Stats:
AC 33 ;touch 23;flat-footed 27;Fort+8,Ref+10,Will+11; Init+6; Percep +23;CMB+7;CMD33
eldritch knight 7/monk (sohei) 1/sorcerer (tattooed sorcerer, wildblooded) 1

As you may have noticed I've found a lot of mythic spells I like. However, Mythic Reduce Person kind of fits my theme. Basically since any thrown/fired weapon returns to normal size once it leaves you it's kind of perfect for my character concept.

I have a couple of questions though.

I have wondrous item. I'd like to make an item that functions as a Pearl of Power 1, doesn't have charges, and only functions for Reduce person (the regular one as it's auto-mythic when I cast it. Also, it can be made so it only functions for me if necessary.

Basically I'd still have to prepare the spell, but I could use it as much as I wanted without a time limit. Shrink and grow at will, basically.

What do you think such a thing would cost?

By raw it'd be 2000-ish, but clearly that's a low number. I'm wondering how much more you think it should be? Remember, it would be calculated as the mundane Reduce person.

On top of the mechanical benefits I think it'd be fun to ride my familiar.

What do you think?


M
Stats:
AC 33 ;touch 23;flat-footed 27;Fort+8,Ref+10,Will+11; Init+6; Percep +23;CMB+7;CMD33
eldritch knight 7/monk (sohei) 1/sorcerer (tattooed sorcerer, wildblooded) 1
Harakani DM wrote:
Sweet! 8th Tier is a long way away though...

True, but still quite cool. I think there are ways to have a higher effective tier, but i'm not sure how. I just recall seeing something about it.

Clearly I'm getting excited.

Edit:

Here it is. Useful, but not that useful.

Mythic Paragon (Mythic):

Your mythic power is even more potent than that of most other mythic beings.
Benefit: Your tier is considered 2 higher for determining the potency of mythic abilities, feats, and spells. This doesn't grant you access to mythic abilities or greater versions of mythic spells at a lower tier than you would normally need to be to get them, nor does it grant you additional uses of mythic power or adjust the dice you roll for your surge.


M
Stats:
AC 33 ;touch 23;flat-footed 27;Fort+8,Ref+10,Will+11; Init+6; Percep +23;CMB+7;CMD33
eldritch knight 7/monk (sohei) 1/sorcerer (tattooed sorcerer, wildblooded) 1

Also, Does anyone else have input on the best epic spell for level 3 and below.

Depending on the answer above I'm actually looking at Floating Disk. A couple of standard level 1 pearls of power and we have a mobile battle platform that I can move 60 feet per round (or 30 if I want to also cast a standard action). Or faster if i'm riding ahead on a phantom steed or something. Add a specialized piece of wood and it could quickly be a mobile camp sight to ride while we survey/sleep/whatever.


HP 36/36, Temp HP 7, AC 12, +0 Fort, +1 Ref, +4 Will, Mythic 6/7, Command 10/10, Bolster 10/10

All of us wizardy types really should just spend a few days homogenizing our spell books.

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