Ruins of Pathfinder: Reign of Winter (Inactive)

Game Master Robert Brookes

"I will show you something different from either
Your shadow at morning striding behind you
Or your shadow at evening rising to meet you;
I will show you fear in a handful of dust."

T.S. Eliot


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Half-orc Eldritch Viking | HP: 24/31 | HD 3/3 | Relentless 1/1 | Wind 1/1 | Surge 1/1| 1st 1/2 Inspiration! | Active: Prestidigitation
Stats:
AC 16 | Str +5 Dex +0 Con +5 Int +0 Wis +1 Cha +0 | Initiative +0 | Passive Perception 13, Darkvision
Styvanus Rozier wrote:
Then again maybe I'll just keep going with Fighter and make due, Though even with a +3 to my shield damage for close combat, Styv's throwing shield has a hard time keeping pace in melee damage with Ordrud and Rasso.

Don't try to keep pace. Melee damage shouldn't be Styv's primary role. Much like comparing Captain America to Hulk or Iron Man or Thor.

Lantern Lodge RPG Superstar 2014 Top 4

^ That.

With all the shield feats Styv is going to be an excellent switch hitter. However if Brawler winds up supporting shield combat it could be an awesome blend for you.

Liberty's Edge

Stats
Spoiler:
  • HP 25/25
  • AC 20( T: 12/ FF:16)
  • Fort + 4|Ref + 2|Will + 2
  • Init + 2
  • Perception +1

True, thanks for the words of encouragement guys ^_^


Aye.. we could use someone with a leadership role - none of the rest of us really fits the bill.

And nor are all of us very well optimized. I'm built for melee like Ordrud, but I try to primarily use ranged! XD (On that note, I've heard that an archer build with 18 strength is absolutely insane. I should try that some day)

Gonna wait and see for the playtest to see if I want to modify Marcellano.

Lantern Lodge RPG Superstar 2014 Top 4

It should be live in 4 ish hours.

Liberty's Edge

Stats
Spoiler:
  • HP 25/25
  • AC 20( T: 12/ FF:16)
  • Fort + 4|Ref + 2|Will + 2
  • Init + 2
  • Perception +1
Robert Brookes wrote:
It should be live in 4 ish hours.

I'll try to get a look at it after work!


First levels: 2/4; THP:17/21; HP:43/43; MP:4/5
Stats:
HP:43 THP:21 / AC 17/21, T 11, FF 16 / Fort +2, Ref +2, Will +5 / Perception +2 / Initiative +3

A big part of my umpf right now is that amulet of mighty fists. Once I pick up power attack it'll go even higher.


I'm likely going to be grabbing Deadly Aim this level myself. Unless I change stuff up with the Advanced Class Guide.

Weeeellll seeeee.


T-minus 40 minutes-ish.

:3


*Ahem*


You know.. the Slayer is looking rather neat indeed.. kind of fits Marcellano's theme a bit.

Slayer of Pirates, y'know?

Though, in an entirely different theme, the Skald and Investigator are also AWESOME.


Sin Mage (Gluttony) 3
Stats:
HP 22/22; AC 11, Flat Footed 10, Touch 11; CMD 11; Fort +4, Ref +2, Will +4; Perception +4; Initiative +1

Is the Black Rider's communication transcending Fenyx's deafness? Just want to clarify before I attempt any response to avoid some backpedaling and retcon shenanigans.

Fenyx will remain unchanged, likely. Sin Mage already hits the nail square on the head, and Arcanist doesn't cover any ground that would improve upon that. I do like the Arcanist; it looks a lot like what D&D Next's playtest tried to overhaul Wizards and Clerics with.


Sin Mage (Gluttony) 3
Stats:
HP 22/22; AC 11, Flat Footed 10, Touch 11; CMD 11; Fort +4, Ref +2, Will +4; Perception +4; Initiative +1

I am actually strongly leaning towards playing an Investigator in your Shattered Star game, I think. Some Ustlavian chap perhaps.

The Skald looks awesome, although I would like to see a little more of the Viking-ness bleeding through. Would be cool to see their core proficiencies leaning towards axes, swords, and shields instead of sticking with a recycled Bard/Rogue paradigm on the chassis (sap, crossbows, rapiers). Granting people Rage and Rage Powers through song, though? I'm all about that.


Rage Song Sing Along!

Liberty's Edge

Stats
Spoiler:
  • HP 25/25
  • AC 20( T: 12/ FF:16)
  • Fort + 4|Ref + 2|Will + 2
  • Init + 2
  • Perception +1
Fenyx Dagannauth wrote:

I am actually strongly leaning towards playing an Investigator in your Shattered Star game, I think.

damn, I had my eye on that one too. haha


You know.. I think I'm not going to take any of the Playtest classes with Marcellano - though I might still take the rebuild, if only to make him more gunslingery.


First levels: 2/4; THP:17/21; HP:43/43; MP:4/5
Stats:
HP:43 THP:21 / AC 17/21, T 11, FF 16 / Fort +2, Ref +2, Will +5 / Perception +2 / Initiative +3

There's a lot of new info there. They all sound cool to me, but none of them would work for Rasso (except maybe aberrant bloodrager, but it's not as cool as synthesist).

Lantern Lodge RPG Superstar 2014 Top 4

Fenyx Dagannauth wrote:
Is the Black Rider's communication transcending Fenyx's deafness? Just want to clarify before I attempt any response to avoid some backpedaling and retcon shenanigans.

It does not, no. You can try a Perception check to read lips (he is speaking Aklo in that regard).

Lantern Lodge RPG Superstar 2014 Top 4

Don't lose steam now guys, you're getting to an excellent part :)


Half-orc Eldritch Viking | HP: 24/31 | HD 3/3 | Relentless 1/1 | Wind 1/1 | Surge 1/1| 1st 1/2 Inspiration! | Active: Prestidigitation
Stats:
AC 16 | Str +5 Dex +0 Con +5 Int +0 Wis +1 Cha +0 | Initiative +0 | Passive Perception 13, Darkvision

After a couple minutes, Ordrud will pay attention to the black rider. He needed closure. My post silence is trying to role-play that lack of interaction. ;D

Dark Archive

Male Chelish Human Fighter 1/Gunslinger 2/Guardian 1
Stats:
HP 39/39; AC 19, Flat Footed 17, Touch 12; CMD 19; Fort +8, Ref +4, Will +2; Perception +7; Initiative +3

Marcellano is trying to decide if he wants to shoot it or not. Likely, he'll wait for Styvanus's orders..

Alas for me playing a "Orders, Cap'n?" type, who doesn't know jack shit about things mystical, magical, or mythical.


Male Grey Elf (Fey) Magus 3/Champion/Archmage 1 AC 16/12/14/ HP 30/30 / F +5 R +3 W +3 (+9 vs cold weather) / Init. +2 / Perc. +9 / Mythic 3/5)

I'll get a post up today after work!


Sin Mage (Gluttony) 3
Stats:
HP 22/22; AC 11, Flat Footed 10, Touch 11; CMD 11; Fort +4, Ref +2, Will +4; Perception +4; Initiative +1

Going to be out of town from Friday evening until Sunday evening. Will have an update up before I leave, however.

Lantern Lodge RPG Superstar 2014 Top 4

What you do here and what you ask of the rider will be extremely important for the remainder of the campaign. He has access to knowledge about many things related to the events of Reign of Winter, though your time with him is limited. You will only be able to have a certain number of questions answered by the rider before his time is up, so choose wisely, but know that he can answer nearly any question you have.

Lantern Lodge RPG Superstar 2014 Top 4

MYTHIC HEROES
Mythic heroes are set apart from their contemporaries, capable of amazing feats of courage in the face of overwhelming odds. In spite of this, they're still similar in many ways to other adventurers. They have hit points, an armor class, and saving throws—in fact, most of their statistics are comparable to non-mythic characters of an equal level. Where mythic characters differ is in the special abilities they gain from mythic paths—collections of similar abilities that they can choose to represent their mythic power. These abilities enhance mythic characters both in and out of battle, allowing them to take part in extraordinary, larger-than-life adventures.

As mythic characters, you must now record a new stat next to your character levels: Mythic Tier (Path Name) 1

This number will raise as your gain mythic tiers, which are not gained by experience but by deeds associated with the story. You will be told when you gain a mythic tier.

You must also now pick a Mythic Path. This path, once chosen, cannot be changed. Your path will determine what unique mythic powers you will obtain, powers channeled through the mighty of the Black Rider's Mantle and the raw power of Baba Yaga, queen of witches.

Quote:

Archmage: A master of arcane magic, the archmage casts powerful spells with great skill and ease, and shapes reality at whim. The powers of the archmage allow her to alter her spells, penetrate foes' defenses, and master nearly any subject. While many of the archmage's abilities are most valuable to a character with a high Intelligence score, those with high Charisma scores will also find a wide variety of powerful options. The path of the archmage is suitable for arcane spellcasters.

Champion: Unparalleled in combat, the champion stands triumphant on the battlefield, surrounded by bruised and broken foes. The abilities of the champion allow him to deliver strikes more accurately, perform astounding combat maneuvers, and move effortlessly around the battlefield. Characters with a high Strength score will find this path extremely useful, as will those with a high Constitution score. The path of the champion is suitable for characters who rely on martial arms and combat maneuvers.

Guardian: None can get past the impervious guardian—those who threaten this devout hero's charges are doomed to fail. The powers of the guardian allow her to hold her ground, protect her allies, prevent enemies from moving past her, and survive hits that would defeat lesser heroes. Characters that have a high Constitution score and frequently find themselves in the middle of combat gain valuable powers by becoming a guardian. The path of the guardian is suitable for those who routinely sustain massive amounts of damage.

Hierophant: Drawing on power that goes beyond the gods, the hierophant is an inviolate vessel for the divine. The abilities of the hierophant allow him to enhance the power of his spells, heal others with greater potency, and commune with the gods. Most characters that become hierophants have a high Wisdom score, although many also have an above-average Charisma score. The path of the hierophant is suitable for divine spellcasters.

Marshal: Inspiration and courage make the marshal the greatest leader, capable of leading troops to victory over any challenge. The powers of the marshal allow her to inspire others, which grants bonuses and additional opportunities to all of her comrades. Characters with a high Charisma score and an above-average Intelligence score will gain a variety of useful abilities by becoming marshals. The path of the marshal is suitable for those who continually aid others.

Trickster: Skill, training, and savvy make the trickster the master of the impossible—defying unbeatable obstacles and traps, tricking the wise, and hitting otherwise unattainable targets. The trickster's abilities allow him to change his appearance, manipulate others, and strike with deadly accuracy. Characters with high Dexterity and Charisma scores have a lot to gain from becoming tricksters. The path of the trickster is suitable for those who rely on subterfuge and cunning.

Lantern Lodge RPG Superstar 2014 Top 4

Full details on mythic paths and abilities can be found here.

Lantern Lodge RPG Superstar 2014 Top 4

Gwynn will be taking Champion as her mythic path.

Talavuc will be taking Hierophant as her mythic path.

Dark Archive

Male Chelish Human Fighter 1/Gunslinger 2/Guardian 1
Stats:
HP 39/39; AC 19, Flat Footed 17, Touch 12; CMD 19; Fort +8, Ref +4, Will +2; Perception +7; Initiative +3

....OH SNAP

And here I thought we were going to just get +2 to one attribute of our choice :P

Lantern Lodge RPG Superstar 2014 Top 4

All characters have access to the unique "Mortal Herald" ability listed below. You may take this as your mythic path ability if you so desire:

Quote:


Herald of Baba Yaga (Su)
You are a mortal herald of Baba Yaga, queen of witches.

Choose one of the following witch patrons; winter, trickery, or time.

By expending one use of mythic power, you may cast a spell granted by that witch patron as a spell-like ability (caster level equal to your character level), provided the spell's level is not greater than your mythic tier. In addition, if you are at least 6th tier, once per day you may commune with a force representative of your patron (as the commune spell). If you expend one use of mythic power while doing so, this ability is a free action and time stops (from the point of view of everyone else) to allow you to ask your questions and receive answers instantly.

Dark Archive

Male Chelish Human Fighter 1/Gunslinger 2/Guardian 1
Stats:
HP 39/39; AC 19, Flat Footed 17, Touch 12; CMD 19; Fort +8, Ref +4, Will +2; Perception +7; Initiative +3

Question, Rob - do we get to level up now, or later?

Lantern Lodge RPG Superstar 2014 Top 4

CHARACTER REBUILD

As a part of your mythic ascension, I am allowing you to rebuild your character in all aspects (stat point assignment, classes, feats, skills, etc) save for your choice of race. This is represented by the power of the queen of witches having entered your mind and changed your perspectives on the world and your own abilities. Drawing upon centuries of different Black Riders, you may find yourself suddenly inspired by once forbidden knowledge.

You may perform this character rebuild once, and all details must be finalized before the characters enter the Winter Portal or you lose the opportunity.

Classes from the Advanced Class Guide Playtest are available, but please know that these classes are in a state of fluctuation and will change when the final release comes out, at which point some or all of your abilities may dramatically shift.

Lantern Lodge RPG Superstar 2014 Top 4

Marcellano Kain wrote:
Question, Rob - do we get to level up now, or later?

I originally was going to hold you to leveling up once you decided to rest, but I will allow you to level up now. Please consider the transformation that brought about your mythic ascension to have brought you to full hit points and removed any negative status effects (including Fenyx's deafness) and ability damage.

Dark Archive

Male Chelish Human Fighter 1/Gunslinger 2/Guardian 1
Stats:
HP 39/39; AC 19, Flat Footed 17, Touch 12; CMD 19; Fort +8, Ref +4, Will +2; Perception +7; Initiative +3

Woot! Sounds good.

Also guys, for those interested, here is a guide on Mythic characters - its a work in progress, but its looking good so far!


Male Grey Elf (Fey) Magus 3/Champion/Archmage 1 AC 16/12/14/ HP 30/30 / F +5 R +3 W +3 (+9 vs cold weather) / Init. +2 / Perc. +9 / Mythic 3/5)

Oh holy Hells! I didn't expect this! Oh man so excited right now.

Dark Archive

Male Chelish Human Fighter 1/Gunslinger 2/Guardian 1
Stats:
HP 39/39; AC 19, Flat Footed 17, Touch 12; CMD 19; Fort +8, Ref +4, Will +2; Perception +7; Initiative +3

I'm kind of sad the Legendary Item ability requires a magic item. Otherwise I'd be having a Legendary, Intelligent Rifle ;)


First levels: 2/4; THP:17/21; HP:43/43; MP:4/5
Stats:
HP:43 THP:21 / AC 17/21, T 11, FF 16 / Fort +2, Ref +2, Will +5 / Perception +2 / Initiative +3

I need to think about this for a while, but my initial leanings are towards trickster or champion.

Dark Archive

Male Chelish Human Fighter 1/Gunslinger 2/Guardian 1
Stats:
HP 39/39; AC 19, Flat Footed 17, Touch 12; CMD 19; Fort +8, Ref +4, Will +2; Perception +7; Initiative +3

Well crap, just realized something. Since reloading a rifle is a move action, I can't use things like the Champion's Distant Barrage ability..

Can Rapid Reload even work with advanced firearms? If so, guess I'm gettin' that. If not.. then Guardian would be better, and focus on single, 'shoot you dead' hits while using other abilities to make me unkillable.

Since I have Diehard, Mythic Toughness is already looking excellent in combination with Hard to Kill. I die at -32, and I have DR 10/Epic in the negatives? Combine that with Fast Healing.. Oh yessss


First levels: 2/4; THP:17/21; HP:43/43; MP:4/5
Stats:
HP:43 THP:21 / AC 17/21, T 11, FF 16 / Fort +2, Ref +2, Will +5 / Perception +2 / Initiative +3

I'm just going to do my normal level up for now. I'll add the mythic tier later.

Things gained:
BAB +1
Saves f+1/r+1

HP:+11/THP+6

Gained 1 more first level spell slot

Spells known: guidance, rejuvenate eidolon (lesser)

Skills:Acrobatics +1, UMD +1, Know (Arana) +1

Feat:Power attack

Evolution: Bite II

Holy f$~!balls, I just got waaaaaaaaaaaaaay stronger. 38.5 damage average on a full attack if rolls are favorable. Nice.


First levels: 2/4; THP:17/21; HP:43/43; MP:4/5
Stats:
HP:43 THP:21 / AC 17/21, T 11, FF 16 / Fort +2, Ref +2, Will +5 / Perception +2 / Initiative +3
Marcellano Kain wrote:

Well crap, just realized something. Since reloading a rifle is a move action, I can't use things like the Champion's Distant Barrage ability..

Can Rapid Reload even work with advanced firearms? If so, guess I'm gettin' that. If not.. then Guardian would be better, and focus on single, 'shoot you dead' hits while using other abilities to make me unkillable.

Since I have Diehard, Mythic Toughness is already looking excellent in combination with Hard to Kill. I die at -32, and I have DR 10/Epic in the negatives? Combine that with Fast Healing.. Oh yessss

Rapid reload doesn't work for advanced firearms, but making it a legendary rifle does.


First levels: 2/4; THP:17/21; HP:43/43; MP:4/5
Stats:
HP:43 THP:21 / AC 17/21, T 11, FF 16 / Fort +2, Ref +2, Will +5 / Perception +2 / Initiative +3

I'm going to do a post later detailing my transformation into my new eidolon form. Rasso's getting a makeover. Yay LEGS! Finally snowshoes wil be mine. Mwa, mwa, MWAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAAAAAA!!!!

Dark Archive

Male Chelish Human Fighter 1/Gunslinger 2/Guardian 1
Stats:
HP 39/39; AC 19, Flat Footed 17, Touch 12; CMD 19; Fort +8, Ref +4, Will +2; Perception +7; Initiative +3

Hm... you know what then, I might just go Musket Master and stick with me old musket, then. The damage is higher - I can reload faster (at least at level 3, using alchemical charges), though my range is lower and higher misfire chance.

Hmmm.. plus then I could get a double barreled musket and cackle indelight as I blow everyone's head off.

:3

Dark Archive

Male Chelish Human Fighter 1/Gunslinger 2/Guardian 1
Stats:
HP 39/39; AC 19, Flat Footed 17, Touch 12; CMD 19; Fort +8, Ref +4, Will +2; Perception +7; Initiative +3

It all depends on Rob's Ruling as to where I go next.

If Rob allows Rapid Reload(Rifle) to work with Rifles, then I'm going Unbreakable Fighter 1/Gun Tank Gunslinger 2/Guardian 1.

If Rob goes by the book on this, I'm going Musket Master Gunslinger 3/Champion 1, and ditching the rifle for my musket, which I will be able to reload faster.

Personally, I would much prefer #1 - and in actuality, it would be less.. broken.. if I went that. The latter will allow me, once I build a Double-barreled Musket, to do 2d12+6 damage per round at a touch attack - with a swift action to allow me to do that again in one round thanks to my Champion Strike. The former, meanwhile, will instead make me a juggernaut of survivability - something I was originally aiming for with this character.


First levels: 2/4; THP:17/21; HP:43/43; MP:4/5
Stats:
HP:43 THP:21 / AC 17/21, T 11, FF 16 / Fort +2, Ref +2, Will +5 / Perception +2 / Initiative +3

Nope. It just says you get the benefits of rapid reload for all firearms and crossbows.

Benefit of Rapid Reload wrote:
Benefit: The time required for you to reload your chosen type of weapon is reduced to a free action (for a hand or light crossbow), a move action (for heavy crossbow or one-handed firearm), or a standard action (two-handed firearm). Reloading a crossbow or firearm still provokes attacks of opportunity. If you have selected this feat for a hand crossbow or light crossbow, you may fire that weapon as many times in a full-attack action as you could attack if you were using a bow.

It just reduces two handed firearms to a standard action, since they are already a move action it does nothing for them. It doesn't change the effects of the feat, just lets you have it for all firearms and crossbows.

You are correct in wanting to go musket master. Rifles suck. Revolvers are way better.

Go musket master and grab a double hackbut with rapid reload. Talk about blowing heads off..

You might want to put it on skis instead of wheels though.

Edit:Or have someone build you a large sized double barreled musket, and soak the -2 to-hit for the extra damage. Touch attacks mostly make it irrelevant.

Dark Archive

Male Chelish Human Fighter 1/Gunslinger 2/Guardian 1
Stats:
HP 39/39; AC 19, Flat Footed 17, Touch 12; CMD 19; Fort +8, Ref +4, Will +2; Perception +7; Initiative +3

Yeah I just realized that and editted my above post. Depends on Robs ruling in the end. :P


Sin Mage (Gluttony) 3
Stats:
HP 22/22; AC 11, Flat Footed 10, Touch 11; CMD 11; Fort +4, Ref +2, Will +4; Perception +4; Initiative +1

Oh lawdy. Looks like I got some homework. Going to start reading up on mythic stuff. Certainly going Archmage, not sure if I'll rearrange any stats or the like. Class and levels will remain unchanged.


First levels: 2/4; THP:17/21; HP:43/43; MP:4/5
Stats:
HP:43 THP:21 / AC 17/21, T 11, FF 16 / Fort +2, Ref +2, Will +5 / Perception +2 / Initiative +3

Rob - I have a question, if I took the Legendary Item universal path ability and applied it to my Amulet of Mighty Fists, which legendary surge ability would it get? Would it be saves, since its a neck slot item, or would it function as a weapon?

Any hints on how many mythic tiers we're going to end up with? That would be very helpful to know when deciding which path/abilities to take.


Male Grey Elf (Fey) Magus 3/Champion/Archmage 1 AC 16/12/14/ HP 30/30 / F +5 R +3 W +3 (+9 vs cold weather) / Init. +2 / Perc. +9 / Mythic 3/5)

On the same thread, I'm considering making my black blade legendary, Rob, would you have any issues with that?

Dark Archive

Male Chelish Human Fighter 1/Gunslinger 2/Guardian 1
Stats:
HP 39/39; AC 19, Flat Footed 17, Touch 12; CMD 19; Fort +8, Ref +4, Will +2; Perception +7; Initiative +3

Rob: Question on gear.

How are you handing a rebuild of gear, if at all?


First levels: 2/4; THP:17/21; HP:43/43; MP:4/5
Stats:
HP:43 THP:21 / AC 17/21, T 11, FF 16 / Fort +2, Ref +2, Will +5 / Perception +2 / Initiative +3

I'd still like answers to the above questions, but I'm currently leaning towards Trickster, but only if we'll be getting to tier 4. Otherwise, I'll likely go Champion.

If we get to tier 4 Rasso will be a constantly invisible, completely undetectable, nightmarish, monstrous, MYTHIC KILLING MACHINE!

Elvanna won't stand a chance :P


First levels: 2/4; THP:17/21; HP:43/43; MP:4/5
Stats:
HP:43 THP:21 / AC 17/21, T 11, FF 16 / Fort +2, Ref +2, Will +5 / Perception +2 / Initiative +3

Side note, it's now really weird that I'm playing one character who just got a quest to kill my other character's grandma in two games set in the same world with the same DM. What if Rasso ends up fighting Alyona some day.....

(0______o)

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