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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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

My familiar in Quest for Arcadia lobs alchemical weapons, helps me spot things (he has a better perception than I do), and helps me craft better. He's quite useful! Plus, he can use Presdigititation once per hour, effectively having it on all the time since its duration is one hour. Being an Alchemist, I don't have access to that minor but useful spell, so I love it!

Plus he's a flying tumor. XD


Female Human (erutaki) Druid (arctic) 3 / Guardian/Hierophant 1

After looking over everything, I think I'm going to stick with Druid for now. It just fits the best for what I'm thinking.

Going to throw down a roll for hit points.

Hit Points: 1d8 + 2 ⇒ (5) + 2 = 7


Female Human (erutaki) Druid (arctic) 3 / Guardian/Hierophant 1

So Changes at Level-Up and addition of a mythic tier:

Mythic Path: Hierophant

Hit Points: 20 + 7 + 4 = 31
BAB: +1
Reflex: +1

Skills
Handle Animal: +1
Knowledge (nature): +1
Perception: +1
Stealth: +1
Survival: +1

Feats
3rd: Augment Summoning
1st Mythic: Dual Path (Guardian: Guardian's Call - Beast's Fury)

Abilities
Divine Surge - Inspired Spell
Hard to Kill (Does this apply before or after the effect of my racial ability, Heart of the Wilderness?)
Icewalking
Mythic Power (5/day)
Mythic Surge +1d6
Path Ability (Mighty Summons)

I think that's it...

As for continued Mythic Progression:

2nd Tier - Supreme Tracker
3rd Tier - Mythic Wild Shape
4th Tier - ?
5th Tier - ?


Female Human (erutaki) Druid (arctic) 3 / Guardian/Hierophant 1

Forgot Naasvit's bonuses:

Natural Armor: +2
Str/Dex Bonuses: +1
Bonus Trick: Flank
Ability Gained: Evasion


Female Human (erutaki) Druid (arctic) 3 / Guardian/Hierophant 1

Cosmetically, I'd like to make a few changes to her over time, the progression being represented by her wild shape, feats, and a couple of cosmetic changes.

Basically, I want more of her grandfather's lycanthropic heritage to show through over time. Right now, I'd just like for her canines to have become noticeably elongated. It should only be mainly visible when she speaks. As her mythic power advances, her connection to that bestial spirit, and the lycanthropic curse increases.


Male Dwarf Cleric (Forge-Master) / 3 Mythic Guardian 1

I am still looking for suggestions with my leveling up and going mythic, but in the meantime I might as well roll for my HP's for next level. Watch a one incoming...

1d8 ⇒ 5

Surprising.

Lantern Lodge RPG Superstar 2014 Top 4

I'll be updating gameplay when I get home.

Lantern Lodge RPG Superstar 2014 Top 4

I had to dig up thread to find the answer, but:

Quote:
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.

You'll still need to rest to regain/prepare spells.


Male Dwarf Cleric (Forge-Master) / 3 Mythic Guardian 1

Robert is there any chance you would consider allowing me to remove Wood Shape as the domain spell I receive for second level Artifice (my only domain) for something more 'dwarven' like Weapon of Awe or Align Weapon?

Lantern Lodge RPG Superstar 2014 Top 4

I'm going to say no to that, wood shape is very artifice-y and while not very dwarves still stands as reasonable. I checked the artifice subdimains and none offered anything vastly different either.

Lantern Lodge RPG Superstar 2014 Top 4

Very dwarves
Much artifice

Wow


1 person marked this as a favorite.

Such wow*


Male Dwarf Cleric (Forge-Master) / 3 Mythic Guardian 1

Understandable.
I decided to go the guardian route rather than Marshal, which netted me an extra hit point. I also ended up taking dual path to get access to inspired spell. For level 3 feat I took extend spell. I might as well work toward the focus of my archtype. Maybe I can give the Captain returning weapon for a long battle or something along those lines.

Speaking of the Captain I noticed one of the Guardian tier 1 abilities grants ranged disarm... Why not ranged trip?

Lantern Lodge RPG Superstar 2014 Top 4

Now that seems like a reasonable framework to build a new power around.

Lantern Lodge RPG Superstar 2014 Top 4

Apologies for the s@~$ty, s%~!ty formatting of that post, iOS doesn't recognize my non-breaking spaces :/

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

No worries! Still readable :P

Though uh.. you appeared to have forgotten mentioning me come through the portal, so I'll make my post and include that.

Lantern Lodge RPG Superstar 2014 Top 4

Whoops! Yeah that was an oversight. It also ate my response to Ar'Z's knowledge checks. I'll add those in 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
Robert Brookes wrote:
Whoops! Yeah that was an oversight. It also ate my response to Ar'Z's knowledge checks. I'll add those in now.

Don't include me going through the portal - I want to write that in myself now :P Working on the post.

Lantern Lodge RPG Superstar 2014 Top 4

Ar'Zarrcal:

Without sufficient time to study the portal, your quick assessment is that this site is a focus-point of a remote magical effect emanating from somewhere else on Golarion, utilizing the little-understood properties of ley-lines to cross vast distances and extend the reach of this supernatural effect.

The portal itself radiates a string aura of Conjuration and Evocation magic. The ruins themselves appear to be a landmark, and are not magical in any discernible way.


Female Human (erutaki) Druid (arctic) 3 / Guardian/Hierophant 1

Robert, a few questions:

1. How does the Heart of the Wild racial ability interact with Hard to Kill?
2. Are the cosmetic changes to her as she gains tiers okay?
3. Instead of taking Mighty Summons, do you mind if I take the Supreme Tracker path ability first?

Working on my first Gameplay post in a long while.

Lantern Lodge RPG Superstar 2014 Top 4

1) Add 1/2 your con score after Hard to Kill is factored in.
2) Totally!
3) I'm okay with that.


Male Dwarf Cleric (Forge-Master) / 3 Mythic Guardian 1

Great posts all around everyone. Unfortunately it looks like Ar'Zarrcal's bad rolls continue to stick around despite his mystic transformation.


Half-orc warrior | HP 72/72 | Bond 6/6 | LoH 5/5 | Smite 2/2 | 1st 2/2 | Ferocity 1/1 | AC 21 Touch 11 FF 20 CMD 20 | Fort +8 Ref +5 Will +7(+9) | Initiative +1 | Perception +6, Darkvision 60 ft.

Hey guys

I've been thinking of running a PbP and found an adventure that looks fun. It's for 4 characters of 4th to 5th level, so maybe 3rd level, the way you guys make characters ;P. You are all the best players that I've enjoyed PbPing with, so I wanted to know if you were interested.

cheers


Male Dwarf Cleric (Forge-Master) / 3 Mythic Guardian 1

I might be interested, but I need some time to catch up on my current games. I trimmed down to only four games and I still haven't had the time to fully catch up on Arcadia and another.


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

Assuming it's a module, then. I'd be interested. Let me know the details and I'll start slapping a character together.


Half-orc warrior | HP 72/72 | Bond 6/6 | LoH 5/5 | Smite 2/2 | 1st 2/2 | Ferocity 1/1 | AC 21 Touch 11 FF 20 CMD 20 | Fort +8 Ref +5 Will +7(+9) | Initiative +1 | Perception +6, Darkvision 60 ft.
Fenyx Dagannauth wrote:
Assuming it's a module, then. I'd be interested. Let me know the details and I'll start slapping a character together.

Thanks, Kage. If we get another interested, I'll create a dedicated thread for it, so we can discuss and recruit.

Yes, it's called the Fall of Fairhaven. Know it? The characters start as a team traveling in generic mountains and have the time to be heroes. Since the characters are not meant to save the world, I was thinking the following char gen rules: non-evil, 20-point buy, 2 traits, 3rd level, Paizo-published, 3pp to be approved, 3 hero points, HP = Max@1st+ X(HD/2+1). I would prefer if the characters had a common backstory to explain why they travel together. I'm open to setting the adventure in the Mindspin, Menador, or any other temperate mountains. Since this is my first PbP, I'm very open to modify anything.

cheers


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 be interested for sure man. I just made a character and then he didn't get accepted for a game. He was made for an urban thing, but I could pretty easily modify his background to fit something else.


Half-orc warrior | HP 72/72 | Bond 6/6 | LoH 5/5 | Smite 2/2 | 1st 2/2 | Ferocity 1/1 | AC 21 Touch 11 FF 20 CMD 20 | Fort +8 Ref +5 Will +7(+9) | Initiative +1 | Perception +6, Darkvision 60 ft.

Great Jelani! My recruitment thread is posted, so I can stop bothering Rob.

cheers

Lantern Lodge RPG Superstar 2014 Top 4

Thanks for bearing with me, guys, while I've been swamped this month. Updating the gameplay thread right now!


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)

So this is what was said:

Elven (Kyonin Dialect):
"Worthless slave. I will send you back to your Queen in pieces!"

So we know that there is some kind of schism going on, one the groups may be loyal to baba yaya... We need to figure out what team the two groups are aligned to.


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

It looks like the owlbear rider/tamer is probably in Elvanna's corner, owing to the queen comment. The fact that there's a Kyonin elf is strange, though. Certainly want to ensure that the elf survives and see if we can find common purpose with him if nothing else. Probably wouldn't hurt to take the ulfen guy alive too, if possible. Assuming we aren't turned into mythic owlbear turds this time tomorrow.


Half-orc warrior | HP 72/72 | Bond 6/6 | LoH 5/5 | Smite 2/2 | 1st 2/2 | Ferocity 1/1 | AC 21 Touch 11 FF 20 CMD 20 | Fort +8 Ref +5 Will +7(+9) | Initiative +1 | Perception +6, Darkvision 60 ft.

Completely agree. The owlbears should die first.


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

Hopefully they are also restricted by the snow, but somehow I doubt we're that lucky.


Male Dwarf Cleric (Forge-Master) / 3 Mythic Guardian 1

Ar'Zarrcal is currently struck with indecision with whom to side (hence explaining my 1 for turn order). We know little of the allegiance of one or the other. Perhaps we should demand they both surrender?


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 go with save the underdog, we can always kill him after if we need to. We should probably keep the Ulfen alive for interrogation as well.


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)

That was a fun post to write!

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

Hey guys, sorry about my absense! I had stuff get in the way IRL that prevented me from hopping on. I hope I didn't cause too many delays >.<

I'm going to be reviewing what I missed and I'll see if I can get a post up either tonight or early tomorrow. Sorry again for not giving you guys a heads up!

Lantern Lodge RPG Superstar 2014 Top 4

Hi All!

Just to give you guys a heads-up, I'm super busy because of the holidays and haven't been on the Internet outside of my phone in a few days. I'll be delayed in updating things till this weekend, most likely, though if I manage to steal a little time here and there I will!

I hope you all had an excellent week! :D

As a Christmas Gift to the groups I'm GMing for, you've each received a present of your choice, contained behind the spoiler! Just let me know which one you'll be taking in a reply to this message, and don't forget to mark it on your character sheet!

Ruins of Christmas?
Ruins of Pathfinder: Christmas Gifts!
Choose One!

Mystery of the Harrow:
You have found one of the mysterious Harrow cards on your adventures. Whether the card found itself tucked into your possessions or was discovered lying around in a seemingly innocuous place, you knew it was destined for you...
You have discovered a Harrow card. Roll 1d54 and you will recieve a random Harrow Card as a boon. This Harrow Card will give you one permanent randomized effect (some good, some bad, others neutral) as well as a supernatural ability that you can use 1/day.

Big Damn Hero Points:

You are destined for greatness. Within you has awakened an untapped pool of power that sets you apart from others.

You gain access to hero points. You begin play with 3 hero points and gain 1 hero point (never above a maximum of 3) at each new level. You may also take hero point related feats and spells.

Magic Inheritance:

A long-dormant source of eldritch power has found itself awakened in you. Be it from a distant ancestor or a gift from a divine patron, this power feels intuitive and natural to use.

Choose one 1st-level spell. You may use this spell as a spell-like ability 3 times per day with a caster level equal to your character level. The DC for these spell-like abilities is 10 + spell level + your Charisma modifier.

Alternately, if you are a spellcaster, you may add this spell to your spells known (if you are a spontaneous caster) or spellbook/class spell list (if you are a prepared caster.)

Intense Training:

You've pushed yourself to the limit and have gained greatly for your efforts.

You gain a +1 inherent bonus to one of your ability scores, or a bonus feat that you meet the prerequisites for.


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

Woo-hoo, thanks Robby-Santa! I'll take big damn hero points.


Half-orc warrior | HP 72/72 | Bond 6/6 | LoH 5/5 | Smite 2/2 | 1st 2/2 | Ferocity 1/1 | AC 21 Touch 11 FF 20 CMD 20 | Fort +8 Ref +5 Will +7(+9) | Initiative +1 | Perception +6, Darkvision 60 ft.

Wow, Rob, thanks! I didn't get you anything in return. I'm still considering my choices.

Hero points vs. Furious Focus vs. +1 Con... decisions, decisions

cheers

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

Harrow Card: 1d54 ⇒ 35

I'm not much for hero points, though there are a few feats that tempted me, but in the end, I wanted to see what random shenanigans the Harrow Cards would bring me.

Bring it, Dice Gods!

Lantern Lodge RPG Superstar 2014 Top 4

The Peacock, interesting! :D

Also, I wanted to pop in and let you know I'm running a blog of personal Pathfinder design insights over here if you're interested!

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

Hmmm.. Sudden Personal Shift, Dexterity, Neutral, eh?

Makes sense to an extent, with our recent Mythic Ascension - though perhaps it means something else is to change about Marcellano? Perhaps he'll learn from Styvanus, becoming more heroic and helping those that can't help themselves instead of leaving them to their fates. Or, perhaps he'll take the opposite path, finding a deeper meaning in his faith to Asmodeus as he explores his personal boundries.

We'll see ;)


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 think I'll go ahead and grab up a +1 Int for Fenyx.


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)

All of the gifts are so good...

  • Do I choose +1 int?
  • Or Shocking Grasp 3x times a day
  • Or hero points? Since they really synergize well with Mythic ability

    On a separate note I don't think I will go the route of a Harrow Card.. that way lays MADNESS!


  • Female Human (erutaki) Druid (arctic) 3 / Guardian/Hierophant 1

    I'll go for the randomized boon.

    Harrow Card: 1d54 ⇒ 8


    Male Dwarf Cleric (Forge-Master) / 3 Mythic Guardian 1

    I think I am going to select Magic Inheritance and take Magic Missile's because I think it would be thematic and would give Ar'Zarrcal something else to do when limited by our party very rarely stopping for us spellcasters to rememorize.

    Plus, I wouldn't have to risk using the dice. Thoughts?

    Rob, it says alternatively Spellcasters can add it to their spell list. Does that mean they need to choose whether they want it as a spell-like ability or add it to spells known or do they get both?

    Lantern Lodge RPG Superstar 2014 Top 4

    You'll need to choose whether to have it as an SLA or on your spell list.


    Male Dwarf Cleric (Forge-Master) / 3 Mythic Guardian 1

    I will take it as a SLA. Probably...

    Lantern Lodge RPG Superstar 2014 Top 4

    Rasso
    As stated in my other game, hero points will be a flat +6 bonus to a roll regardless of when it is used. Otherwise they'll work as written.

    Talavuc
    That draw is the Harrow card of The Cricket, a card embodying speed, passage and change.

    You may draw up to three more cards. Each card you draw will increase your base speed by +10 feet permanently. Be mindful that some of these cards can be hazardous.

    Marcellano

    The Peacock:

    You gain a permanent +2 bonus to natural armor, but take a –2 penalty to Dexterity. Full description of transformation forthcoming.

    Everyone Else
    If you haven't picked a gift, please do so before making your neck gameplay post. To Talavuc, choose where you will draw more cards/how many and roll for them before your next post. If you get the same 1d54 roll on any of those three cards at any time, reroll it.

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