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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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 know I'm posting like a million times today, but whatever.

I finished most of my mythic stuff, I just need to choose my path (which funnily enough won't change anything at this point). My choice will depend on Rob hopefully sharing how many tiers we might expect to accrue :)

I have to say, Rasso's got to be by far the most powerful third level character I've ever played. I'm guessing he could solo most CR 5 or 6 creatures now pretty easily.

Edit:How much XP are we at anyway? I've got 4582/5000 as my last note..

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

No, in fact I was hoping you would. It's not the most optimal choice since a lot of black blade abilities overlap with legendary weapon stuff, but the themtic element simply cannot be beaten :)

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Rasso wrote:
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?

I would say you would be able to choose one or the other, but the choice is permanent.

Rasso wrote:


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.

You will be attaining 5 tiers through the course of this adventure.

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Marcellano Kain wrote:

Rob: Question on gear.

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

You have what gear you have, it will not be available for rebuild (though you may find a place to purchase new gear soon.)

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Rasso wrote:

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)

>:D


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

Yay! Rob is at his computer. Five tiers, eh? Then trickster it is! Thanks.

I'd like it to act as a weapon, but I won't be taking legendary item until a little later.

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Rasso wrote:
Edit:How much XP are we at anyway? I've got 4582/5000 as my last note..

XP AUDIT: 5,421

This is after adding the encounter with Hommelstaub's ambush and mythic Teb Knotten. That gets you completely up to date.

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Rasso wrote:

Yay! Rob is at his computer. Five tiers, eh? Then trickster it is! Thanks.

I'd like it to act as a weapon, but I won't be taking legendary item until a little later.

Yeah I just woke up, I'm on vacation all week so I'll be pretty attentive to things. I'm going to be updating the wiki a lot this week too now that you're about to leave the Darkmoon Forest behind and begin your mad adventure into where the adventure gets real hairy.

Lantern Lodge RPG Superstar 2014 Top 4

On Firearms

Back in March I already weighed in on how Rapid Reload would work in Reign of Winter: In this post here

Rapid Reload will work on advanced firearms, moving their reload time down a step from Move Action to Free Action.


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

Totes going Archmage. Only thing I'll change about Fenyx I think is shifting his Arcane School from general Necromancy to Undead focus. Continuing to glance through mythic things.


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 have been doing some thinking and after a lot of consideration I have decided on the Route that I am going to choose.

Teladon is going to go Champion and Archmage via: Dual Path (Mythic). My Champion Ability will be Fleet Charge (Ex) and my Archmage Ability will be Wild Arcana (Su). My 1st-Tier Universal Path Ability will be Extra Mythic Feat (Ex) and I will be taking Arcane Strike (Mythic).

Rob, I'm planning to take Legendary Item as my level 3 mythic feat. As you said, there is a ton of synergy there, but It doesn't make sense to use a feat at level 1 to only gain one ability, when my sword will be intelligent, telepathic and unbreakable to begin with. Rather, I think that I will instead continue to let my bond grow. I'm going to write up a scene when I awaken the blade for the first time from the components that I have gathered and play up that angle so eventually, when I do take Legendary Weapon at Tier 3 my sword has built more of a storyline and it seems to flow better. I will tell you however, that I do plan to take it all the way up to an Artifact.

Finally on the issue of Arcane Strike (Mythic). After reading it, I don't see anything that would not allow me to stack the ability from Arcane Strike with my Arcane Pool. Do you disagree?

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

you actually only ever need to spend three points on Legendary Item - the first time you do so, you gain 1-3 points depending on your tier (If you take it at Tier 1, you gain two points when you ascend to tiers 2 and 3), and then a second time at tier 4-6. Since we're only going to Tier 5, you only ever need to take it twice.

As for me, I'm considering either Guardian, Champion, or Trickster. Likely one of the two latter. I'm considering going Trapper Ranger in place of one level of Fighter, so we can have some trapfinding ability - what do you guys think on that? I'd go Musket Master Gunslinger from then on, and be more offensive than I am now.

Mythic Rapid Shot will be taken, as well. 3 shots per round? Yes please! ;)


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 giving serious consideration to taking legendary item as well, mostly as a way of giving a nod to the rune lord practice of having an infamous polearm at their side. May reconsider if there are already a bunch of us going the same route.

Liberty's Edge

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

you actually only ever need to spend three points on Legendary Item - the first time you do so, you gain 1-3 points depending on your tier (If you take it at Tier 1, you gain two points when you ascend to tiers 2 and 3), and then a second time at tier 4-6. Since we're only going to Tier 5, you only ever need to take it twice.

As for me, I'm considering either Guardian, Champion, or Trickster. Likely one of the two latter. I'm considering going Trapper Ranger in place of one level of Fighter, so we can have some trapfinding ability - what do you guys think on that? I'd go Musket Master Gunslinger from then on, and be more offensive than I am now.

Mythic Rapid Shot will be taken, as well. 3 shots per round? Yes please! ;)

Sounds rad, I'd approve of the dip into trapper.

I'm thinking if I stick with fighter then I'll go the route of Guardian mythic path.

I'm considering a rebuild of Styv to take him in the direction of the Marshall also.

My knowledge of all things Mythic is minimal however so any advice on the subject is welcome.


I posted a guide that I found on another site explaining the pros and cons of stuff - you should go check it out :D

Though it says Guardian/Trickster are the two overall worse paths of the six.. I think it should instead not compare the six paths with each other - 'cuz of course Archmage and Hierophant will be the best! XD


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:

you actually only ever need to spend three points on Legendary Item - the first time you do so, you gain 1-3 points depending on your tier (If you take it at Tier 1, you gain two points when you ascend to tiers 2 and 3), and then a second time at tier 4-6. Since we're only going to Tier 5, you only ever need to take it twice.

As for me, I'm considering either Guardian, Champion, or Trickster. Likely one of the two latter. I'm considering going Trapper Ranger in place of one level of Fighter, so we can have some trapfinding ability - what do you guys think on that? I'd go Musket Master Gunslinger from then on, and be more offensive than I am now.

Mythic Rapid Shot will be taken, as well. 3 shots per round? Yes please! ;)

Where are you seeing that? The way I read it, you get one Legendary Item ability each time you take the Path Ability. The first time you take it your item becomes a legendary item, the second time a minor artifact, and the third time a major artifact. If you want more than three legendary abilities you have to take the Path Ability more than three times.

I'm currently planning on taking legendary item once.

Tier 1:Mythic Spellcasting (Mage Armor)
Tier 2:Legendary Item (Undetectable)
Tier 3:Vanishing Move
Tier 4:Path Dabbler (Fleet Warrior)
Tier 5:Mythic Spellcasting (Five spells)


Quote:
You gain a legendary item (see page 169). This item grants a number of abilities equal to your tier (maximum 3). At 3rd tier, you can select this ability again, increasing the maximum to six abilities and causing the item to become a lesser artifact. At 6th tier, you can select this ability again, increasing the maximum to 10 abilities; the item then becomes a greater artifact.

It levels up with you - up to a maximum of 3 abilities if you only spend one point, 6 abilities if you spend two, 10 if you spend three.

Also, if you take Mythic Spellcasting at Tier 1, you gain more spells each time you ascend to a higher tier. So while if you take it at 1st tier, you only get 1 to begin with - you gain another each tier.


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

Hmmm. Thanks!

Rereading Mythic Spellcasting it also clearly says "Every time you gain a new tier, you can select an additional mythic spell. You can take this ability up to three times. Each additional time you take it, you can select an additional number of spells equal to your tier and you gain one additional mythic spell whenever you gain a tier."

That's what I get for reading things late at night after drinking (x_x)

In that case....

Tier 1:Mythic Spellcasting (Mage Armor)
Tier 2:Legendary Item (Undetectable), Mythic Spellcasting (Haste)
Tier 3:Vanishing Move, Leg, Item (Upgradable), Mythic Spellcasting (Barkskin)
Tier 4:Path Dabbler (Fleet Warrior), Leg. Item (Unstoppable Strike), Mythic Spellcasting (Fly)
Tier 5:Feather Step, Mythic Spellcasting (Stoneskin)

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

Vanishing Move I'm considering taking as well - Its just too awesome. Especially as it'll allow me to scout ahead, which'll be my new role for the group.


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 happy to be the scout, seeing as I'll be much beefier than the rest of you (right now I've already got more than double Marc's HP, and it will only get worse).

Vanishing Move+Undetectable legendary item means I literally won't be able to be seen/detected by ANYTHING. Sure they might hear my and pinpoint my square, but meh...not really too worried about that. 50% miss chance+sky high HP+pretty good saves+tons of AC means I should be fine most of the time.

Top it off with dimension door as a spell like ability and a spell (giving me a quick getaway should I end up in trouble). In a couple more levels he'll also be flying around, making him that much harder to hear.

Only issue with Rasso scouting is that his perception will never be very good. His 3 skill points per level is his biggest weakness.

So yeah, I'm planning on scouting with Rasso, at least post tier 3. If that helps other people plan their builds.

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 thats why I was going to be the scout - sure I'm less beefy, but I'll be able to percieve and disable traps. Perception was going to be one of my main skills. Not to mention, with my ranged capabilities, I can snipe or take out opportune targets - that'll be much more effective once I get Vanishing Move, where I hit someone hard at a distance, then vanish.


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 was planning to go the disable device route, but I think I will pass now. My perception however is going to be very nice and I'm going to up my stealth. I feel like Teladon will be a good assist to whoever is the main scout.

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 then, I'll let you two go that route then - I'll go more pew pew :P

I'z fine with this. Means I can keep 1 level of Unbreakable Fighter and eventually grab 3 levels of Horizon Walker without having to burn a feat on Endurance.


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

Well, either way, that's what I'll be doing also. Keep in mind that by the time we hit tier 3, or maybe a few levels after (not sure), a lot of enemies will start to have scent/blindsense/blindsight/see invisibility/true seeing. I'm speaking based on my experiences playing a high level (10+) ninja, and being very frustrated that half the time I used vanishing trick or greater invisibility everything could still see me and kick my butt.

Thus the undetectable legendary item ability. I don't want to be in that boat again.

However before we get to tier 3, which will be quite a while I'm guessing, Rasso probably won't be doing any scouting, so it wouldn't hurt to have multiple stealthy people. As long as one person has a really high perception and one has a really high disable device we should be fine. The first guy can spot the trap, and the second guy can disable it.


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'm thinking about taking the xenophobic drawback. I feel like it fits Teladon. Hell he has only said his name to one of you. Thoughts?

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

Sounds reasonable. Oh yeah, Marcellano doesn't have a drawback either! Hmm.. definitely Provincial.


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

Teladon is definitely xenophobic.

Lantern Lodge RPG Superstar 2014 Top 4

Re: Arcane Strike

It totally works together, a magus player in my home games uses them with great effect.

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, you stated that we're going to hit 5th tier - what about overall levels? Not that it insanely matters, but if I can get around to going Unbreakable Fighter 1/Musket Master Gunslinger 7/Horizon Walker 10...

I'll be one happy SoB, even excluding the Mythic Tiers.

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

Alright guys, heres what I have planned. Instead of being a scout, I'm instead going to be the sentinel - aka, ensuring nothing can sneak up on us. With the Horizon Walker PrC, in my favored Terrain (Cold, primarily), I'll have a huge bonus to Perception (Among other things) - at level 10 Horizon Walker, a +14 from favored terrain alone. Combining that with items that increase my perception (And allow me to see invisible), I'll do everything I can to ensure nothing sneaks up on us - while Rasso/Teladon sneak around and make sure we can get the jump on other things.

With that in mind, I also plan on being a beast at range - firearms all the way, obviously. Plus, with Terrain Mastery, I'll consider everything native to cold environments as my favored enemy, using my favored terrain bonus as a favored enemy bonus.

Meaning, no more fey will ever sneak up on us again. Ever. And if they do? BLAM. :P In that regards, I'll also be grabbing the Snap Shot tree. :D

That being said, I'll still be good on the offense - and I can even sneak around in cold environs, as long as the enemy doesn't have tremorsense/blindsight/etc.

Now to decide if I want to go Trickster or Champion..


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)

Question: Does Dual Path have to be taken at level 1? Or could I snag it at three? I'm still hung up on Legendary Item, and really want some champion abilities later on.

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

According to that guide I mentioned, you have to take it at 1st - considering it says "Mythic Tier 1st", I think it is relatively akin to "Character Level 1st" on a few rare feats. So I think you do have to take it at 1st tier.. sort of a feat tax.

Not 100% sure on that, though.

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

Hmm just realized something. The first time you take the "Intelligent" ability for your Legendary Item, you do not gain any special abilities. That.. kind of sucks. But at least the item can make perception checks at up to a range of 30 ft! XD

...Having a Rifle that can have Blindsense of up to 120 ft... would be excellent for my goal of making sure nothing sneaks up to us.


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 was originally considering making an intelligent item focused on perception, blindsense etc. But it seems resource intensive, and I don't particularly want an item with a mind of its own. Call me a control freak.

Seems like Fenyx would want a snarky intelligent scythe with his hard on for Planescape:Torment though...

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

Alright guys, I'm going Guardian!

Eventually, I'm going to combine Retributive Reach with Improved Snap Shot and Mythic Combat Reflexes - allowing me to threaten within 20 ft for purposes of AoO, and I can do unlimited AoO's per turn.

For now, however, I'm grabbing a bonus Mythic feat, granting me Mythic Rapid Shot and Mythic Deadly Aim.

Tier 1: Bonus Mythic Feat(Deadly Aim), Mythic Rapid Shot
Tier 2: Legendary Weapon (Rifle)
Tier 3: Retributive Reach, Mythic Combat Reflexes
Tier 4: Legendary Weapon (Rifle)
Tier 5: Ever Ready, Mythic Improved Critical(Rifle)

This'll allow me to tank in a sense - anything that comes anywhere near me or my allies will get blasted again, and again, and again. Combining Dead Shot with a 19-20x5 crit weapon will be absolutely brutal - even moreso if I went with a Double Hackbut, but I don't like that weapon.

Meanwhile, my Rifle will gain the following abilities:
Tier 1: Rejuvenating
Tier 2: Powerful
Tier 3: Upgradable (Subject to Change)
Tier 4: Foe-Biter
Tier 5: Powerful

I.. uh.. will be able to double my x5 multiplier on a crit by spending two Legendary Surges. Combining Dead Shot, Mythic Rapid Shot, a high BAB, Haste.. yeaaahhh.

Working on finishing him up now!


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

HP: 1d6 + 2 ⇒ (4) + 2 = 6
Fort +1; Ref +1

Additional Skill Ranks:

  • 1 Craft (Tattooist)
  • 1 Diplomacy
  • 1 Knowledge (Arcana)
  • 1 Knowledge (Dungeoneering)
  • 1 Knowledge (Geography)
  • 1 Linguistics
  • 1 Perception
  • 1 Spellcraft

    Feat:

  • Spell Specialization (Defending Bone) -- not the greatest spell selection there, but I can pick new spells as I level.

    New Spells:

  • Blindness/Deafness
  • Defending Bone

    Other:

  • Swapping out general Necromancy Specialization for the Undead Focus School.

    Mythic Stuffs:
    Archmage Path - Wild Arcana

  • Path Ability: Mythic Spellcasting (blindness/deafness)
  • Mythic Feat: Spell Focus (Necromancy) [Mythic]

    I should mention here in case I haven't elsewhere, I intend to pick up Inscribe Magical Tattoo with Fenyx down the road.

     
     
     
    After reading over the the Legendary Item stuff, I've decided against it. I think it would be thematically appropriate, but I don't think the system accounts for a very not-melee-oriented wizard considering making his scythe an artifact—that, and the choices presented aren't particularly appealing to the type of character I'm running here. Were it a staff, I might be in business. I'll just focus on making him the most Necromantic Necromancer to ever Necromance his away across Golarion and beyond instead.

    And now the long process of overhauling Fenyx's profile. So many new toys.

  • Lantern Lodge RPG Superstar 2014 Top 4

    Excellent, excellent choices all. I can't wait to see what inevitable bloodbath that is Ordrud, and what Ar'Z chooses to do when he gets back into activity. Seeing mythic Styvanus should've amazing too.

    However, this will be where Talavuc is going to depart the group. There'll be time for explanation and story progress once everyone has had time to level up their characters and get their bearing with the mythic rules. Given that its Thanksgiving in the States this week I'm going to not expect too much activity over the next couple of days, but once I see an "all set" from everyone I'll move us forward!

    Lantern Lodge RPG Superstar 2014 Top 4

    Marcellano Kain wrote:

    Rob, you stated that we're going to hit 5th tier - what about overall levels? Not that it insanely matters, but if I can get around to going Unbreakable Fighter 1/Musket Master Gunslinger 7/Horizon Walker 10...

    I'll be one happy SoB, even excluding the Mythic Tiers.

    RoW will take you to about 16th or 17th level.


    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 think I'm "all set".

    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

    New Marcellano is up! Working on my post now.

    *Edit* Epiphany. Looking into it. Won't be much of a change.. but it'll grant me Snap Shot and Gun Training sooner at the cost of waiting for Dead Shot for a few levels. Not a huge fan of Dead Shot, even if it is stupidly powerful - perhaps being able to do an average of 4200 damage on a crit against creatures native to the cold at level 20 is the reason. I don't like overpowered. Heh. XD

    I uh, also don't think I'll ever need healing again. Took Fast Healing as a Path ability instead of Mythic Deadly Aim. Fast Healing 5 for 1 minute for one mythic power? Yes please! Heh that'll take me from the negatives back up to full. ;)


    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:

    New Marcellano is up! Working on my post now.

    *Edit* Epiphany. Looking into it. Won't be much of a change.. but it'll grant me Snap Shot and Gun Training sooner at the cost of waiting for Dead Shot for a few levels. Not a huge fan of Dead Shot, even if it is stupidly powerful - perhaps being able to do an average of 4200 damage on a crit against creatures native to the cold at level 20 is the reason. I don't like overpowered. Heh. XD

    I uh, also don't think I'll ever need healing again. Took Fast Healing as a Path ability instead of Mythic Deadly Aim. Fast Healing 5 for 1 minute for one mythic power? Yes please! Heh that'll take me from the negatives back up to full. ;)

    There's no such thing as overpowered. DO IT! I wanna see you do 4000 damage. I've seen other builds that do stuff like that on the optimization boards (back when I used to read them), but they were built specifically for doing insane damage and weren't built to be playable from level 1. I'd be very impressed.

    Liberty's Edge

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

    Inspired posts Rasso, Fenyx, fun reads!

    As a head's up, I'm moving into a new apartment sometime this week, So my posting will likely be minimal for the remainder of the busy holiday week.

    still debating direction. I'm leaning towards the Marshall path but perhaps dual path into Guardian or Champion.

    As far as base classes, I had considered a Paladin of some sort..or maybe a freebooter ranger(before moving on elsewhere after 6th level)

    Anyway, I'll poke in when possible.

    Have a good holiday folks!

    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 I just realized I need to redo Marcellano a bit. Didn't notice the part where Trench Fighter and Unbreakable Fighter don't stack - didn't realize that Unbreakable Fighter got rid of the later Armor Trainings.

    Sooo I gotta go back to the overpowered one after all. I think I saved it..

    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

    And the 4200 damage was for level 20/mythic 5 - we won't be getting there exactly, so it'll be under 4000.. but not a ton. Still over 3500 I think.

    Fixed. Back to an Unbreakable Fighter 1/Musket Master Gunslinger 2/Guardian 1.


    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)

    @Rob: So Rob, I know you said no knew races, but that new feats, traits, skills and ability scores can be changed. Here is what I want to do, and this is why. I want to slightly modify Teladon, to remain an elf, but something *more* based on his partial assumption of the Riders Mantle. While I know that Mythic status is clearly part of the mantle I want to go slightly more cinematic in my styling. That is why I want to base Teladon on taking on more of a visual appearance of Baba Yaga's Red Rider.

    Reading the entry, it is said that the Red Rider wields a flaming scimitar and is the most fiery and aggressive of the Three Riders, I want to play that up. So here is what I suggest, and let me know what you think:

    Custom Race:

    Type: Fey (2 RP) and Humanoid (Elf) (0 RP) (As is, the Fey subtype gives me nothing that an elf could not already have (i.e. Lowlight Vision)

    Size Quality: Medium (0 RP) (no change there)

    Base Speed Quality: Normal Speed (0 RP) (again, no change)

    Ability Score Modifier Quality: Standard (0 RP) (no change, would remain +2 Int, +2 Dex, -2 Con)

    Language Quality: Standard (0 RP) (Same languages as before since Teladon can already speak Sylvan)

    Racial Traits:

    Energy Resistance (Cold) (1RP): (Resistance 5 Cold) (Elfs can already select this via Elemental Resistance alternate elf trait)

    Fey Damage Resistance: (3 RP) (DR 5/Cold Iron) (This is a new one, but I think fitting and inline with assuming the mantle.)

    Skill Bonus (Perception) (2 RP): (Again a trait that I already possess.)

    Elven Magic (3 RP): (+2 bonus on caster level checks made to overcome spell resistance. In addition, they also receive a +2 racial bonus on Spellcraft checks made to identify the properties of magic items.) (Something I already possess)

    This would bring my total Race Points to: 11. Elves are currently at 10, so I could try to shave something off. What I would be losing out on is trading away my Elven Immunities: (immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.) and Elven Weapon Prof (largely useless for me). For a DR of 5/Cold Iron.

    Also, I figure Teladon would look something like this: New Image of Teladon (Except I figure I might keep the mask.. or I might lose it as part of my "development") Also, though my Archmage mythic path I will be able to summon a red-gold stallion via Mount and the flaming scimitar will be made via my Mythic Arcane Strike.

    So what do you think?


    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)

    @Rob: Let me know what you think and either way once I hear back I will write up my scene.

    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

    Ah, math was off. I forgot that Dead Shot only added the extra bonuses (Deadly Aim, enhancement bonuses, etc) AFTER it adds the base dice. So, instead I'd be doing about 900 damage.

    Popping over to Mythic Vital Strike and using Greater Vital Strike would instead bump it up to about 2000 damage.

    So alls well! XD

    Lantern Lodge RPG Superstar 2014 Top 4

    @Teladon: I'm going to allow that because it's only 11RP, it's based off of the red rider (who is deceased and... reasons... >_>) and because this dovetails in with a plot point at the end of the adventure so seamlessly that I actually did a little yelp and clapped my hands together when I saw your choice.

    Lantern Lodge RPG Superstar 2014 Top 4

    Also, I'm going to wait until everyone's posted a reaction before following through with things. I'll probably not wait for Ar'Z since he hasn't yet jumped back into anything as far as I've seen.


    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)

    Excellent! I recognize that resembleing the red rider and have a fey member of the group is going to put a spin on things, plus once word spreads that a new rider is around I can only imange the havoc it is going to cause. I already have some cool visuals lined up. It would be purely cinimatic in nature, but I want to make Teladons armor, cloak and mask appear to be made from red autumn leaves that occasionally fall off and rebloom. His greaves will appear to look like cloven hooves, though no actual change will occur. Via the Thawing weapon from mythic arcane strike he will thaw ice in his immediate vicinity, but it will have no long term impact, kinda like how rand influences nature around him in the last wheel of time book.

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