Shards of the Titanswar

Game Master EldonG

The ruined monastery is exactly one of those places parents warn their children about. I wonder why...


401 to 450 of 951 << first < prev | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | next > last >>

Male Human Rogue (Unchained, Swashbuckler) L2 | AC19 (T14F15) CMD16 | HP 17/17 | Saves F1R7W-2 | Percep +2 | Init: +4 | Status: OK

Condolances Nia.

Liberty's Edge

Everyone, do yourselves a favor. Be prepared to add mythic tier one. Read up, and know what you want. If you're stuck, or not familiar enough with the system, please pm me with any questions - I had to dive pretty deep into mythic as I set up the campaign.

Oh, and get ready for 3rd lvl. This is your last encounter as 2nd.


Male Elf Magus 3; Arcane Pool 4/4 HP 35/35 | AC:16 T:16 FF:11 CMD 16 | Init+5 F+6 R+4 W+4 (+2 v Enchantment) | Katana:+5, 1d8+2; 19-20 x2
Skills:
Intimidate: 10 Knowledge (Arcane): 10 Knowledge (Dungeoneering): 10 Perception: 6 Spellcraft: 10 Use Magic Device: 9

Still waiting to find out where I am and what I'm supposed to be doing. Lol.


Aasimar, Bardadin 7 | HP 92/92 | AC 27 (t20, ff18) | CMD 27 | F +12; R +17; W +12 | perception (darkvision) +13, sense motive +17, initiative +10 | active effects: --

Reiko, I believe you're still standing by the archers/casters waiting for the normal ogres to get there (and for someone with vision to direct your attack)...

Also, I'll have some free time after lunch so I'll run through the gameplay thread and try to breakdown who has or hasn't acted and whatnot


;)

It looks like the only one who hasn't gone is Reiko. But... blind melee fighters v. Ogres = Skidmark, I'd think.

Sakuro is going to grease the Patriarch's weapon. Nia is going to attack the little monster. Baldek charged an ogre for this round. Familiar scuttles at Nia, and snaps.

Reiko hasn't moved in a bit.

That leaves Alyra, Auric, Antonio, Warriors, Jun, Tania, Aya, the Patriarch, Nia, and your NPC collection. Plus the guys in the trees with arrows. Let me know if I screwed something up. :)


Female Human Arcanist 4/Arch. 1 | HP: 35/35 | AC: 13, T: 13, FF: 10 | Fort: +3, Ref: +4, Will: +6 | BAB: +2, CMB: +4, CMD: 17 | Init: +9, Perception: +6 |

Sakuro is also going to think REALLY HARD about which powers to pick. XD I... don't think an Arcanist needs to worry about losing their spellbook... so I probably don't need to get the power that allows her to toss it... yeah, I'll probably go for a Legendary Item, maybe one that can grow over time. ^^


;)

Arcanists do have to worry about their spellbook! :) You still prepare from it and all that good stuff. There's a lot of goodies in there to pick from, feats, abilities... etc. Good luck :P

Liberty's Edge

Thanks for the help. Alyra mostly just responds, so it looks like Auric can take his actual turn - the patriarch is still technically down, and if he survives to that point, we know what happens - the centipede will actually make its attack then, too, for simplicity's sake.

Think of it as a preview. ;)

Liberty's Edge

Oh...Reiko's best chance - the two downed ogres would be pretty easy to find, and a lot less dangerous than usual. Just follow the bellowing.

Mind you - they're still dangerous! ;)


Female Human Arcanist 4/Arch. 1 | HP: 35/35 | AC: 13, T: 13, FF: 10 | Fort: +3, Ref: +4, Will: +6 | BAB: +2, CMB: +4, CMD: 17 | Init: +9, Perception: +6 |

I'm not entirely sure whether or not Arcanists have a size limit on their books... o_O Or if we're still expected to pay for copying the spells, though I suppose it might go easier if other wizards didn't see Sakuro copying spells and therefore didn't charge her for it... XD What do you think, GM? Is Perfect Preparation likely to give a real benefit over the campaign, or should I consider something else?

(If nothing else, I like its flavor for Sakuro. XD Memorizing all the spells and keeping them within her mind matches her much better than being book-reliant.)

RPG Superstar 2012 Top 32

I think Hotaru's count is slightly off... see my comment in Gameplay.
Here's the breakdown of rounds 4-6 to explain it...

round 4:

Alyra- hold action
Reiko- hold action
Auric- move and total defense
-> Alyra- move with Auric
Baldek- gets up on barricade
Sakuro- hold action
Antonio- retreat out of entangle and fire crossbow
Warrior- stops to wait for Patriarch
Jun- struggles in entangle
Tania- attack with bow
Aya- attack with bow
Patriarch- moves up to Warrior
Nia- moves with Auric (maintains perform)
Other Ogres- some attack, some move
-> Sakuro- moves and casts grease

round 5:

Reiko- hold action
Auric- move/detect evil
Alyra- move/hold person
Baldek- move off barricade
Antonio- fire crossbow, move forward (going around entangle?)
Warrior- fails save... held
Jun- still struggles in entangle
Tania- attack with bow
Aya- attack with bow
Patriarch- moves up toward Auric/Alyra/Nia
Nia- trips patriarch (maintains perform)
Other Ogres- some attack, some fall in grease
Sakuro- tries to grease Patriarch but realizes out of range (*spell not used up!)

round 6:

Reiko- hold action (unless you'd like to declare something different)
Auric- Charge... Original attack not resolved versus prone, but should have been! The +4 bonus to hit a prone enemy puts the attack to 22, if that's enough to hit the Patriarch he took that 17 damage (+6 if he counts as an outsider)
Alyra- has not acted yet
Baldek- axes prone ogre
Antonio- has not acted yet
Warrior- has not acted yet (i think gets new save as full-round)
Jun- moves out of entangle (finally, yay!)
Tania- has not acted yet
Aya- has not acted yet
Patriarch- stands up, suffers AoO from Auric (takes a bunch of damage), but no AoO from Nia because whips don't threaten (unless you houseruled that)
Nia- attack centipede with whip: no affect (maintains perform)
Centipede- attacks Nia (results not revealed yet)
Other Ogres- have not acted yet
Sakuro- has not acted yet (and still has one 1st level spell)

If anyone sees any problems/issues please say so... otherwise, I think the 'short version' I posted in gameplay should be accurate.

Liberty's Edge

Wow, impressive, Auric, and I think that's the way I was originally figuring it before I got myself off on the wrong track last night.

It looks like I need to do the warrior's save (which I almost forgot) and then we can move on. I'll go ahead with Tania, too...Reiko, you can still act if you desire.


HP 17/28 AC15 Nia'Nikta

Thanks for reminding me Auric that I can't make AoO with the whip. Ill put it in my weapon notes. It really is just a reach weapon for combat maneuvers not much else.


;)

:P I'm not sure where ours really differ so much. I think Sakuro is where I mixed things up and that's it? (In that I thought she would grease, and she was actually out of range to grease)


EldonG wrote:

Everyone, do yourselves a favor. Be prepared to add mythic tier one. Read up, and know what you want. If you're stuck, or not familiar enough with the system, please pm me with any questions - I had to dive pretty deep into mythic as I set up the campaign.

Oh, and get ready for 3rd lvl. This is your last encounter as 2nd.

Thinking ahead, what are you guys thinking for your mythic path?


Aasimar, Bardadin 7 | HP 92/92 | AC 27 (t20, ff18) | CMD 27 | F +12; R +17; W +12 | perception (darkvision) +13, sense motive +17, initiative +10 | active effects: --

I believe I'm going to go Champion and spend my 1st tier mythic feat on Dual Path for Guardian... That way I'll be able to get a blend of offensive and defensive abilities, and have wider access to abilities that effect my pally stuff (and rage). I'll probably take legendary item at some point too but I'm not sure when or for what item...


HP 17/28 AC15 Nia'Nikta

Marshal makes the most since for Nia'Nikta. Though I am seeing very few bard specific options that dont target Inspire Courage which I don't have.

Though the ability Persuasive Countenance fits where I see Nia going as being someone very easy to approach and trust.


Male Elf Magus 3; Arcane Pool 4/4 HP 35/35 | AC:16 T:16 FF:11 CMD 16 | Init+5 F+6 R+4 W+4 (+2 v Enchantment) | Katana:+5, 1d8+2; 19-20 x2
Skills:
Intimidate: 10 Knowledge (Arcane): 10 Knowledge (Dungeoneering): 10 Perception: 6 Spellcraft: 10 Use Magic Device: 9

Archmage, with Mythic Spell Lore. I want to make his magic seem as ancient and foreboding as possible.

Liberty's Edge

Nia, I can definitely help you with Marshall. I have a Gravewalker Archmage/Marshall.

There are some sweet abilities for others that are mythic, and different ones for those that aren't.

Let me know if you have questions.


Female Human Arcanist 4/Arch. 1 | HP: 35/35 | AC: 13, T: 13, FF: 10 | Fort: +3, Ref: +4, Will: +6 | BAB: +2, CMB: +4, CMD: 17 | Init: +9, Perception: +6 |

Archmage, with... not Mythic Spell Lore. XD I'm wavering between Perfect Preparation and Legendary Item - might pick up LI at second tier instead, especially if I can build one of my usual things.

Liberty's Edge

I'd also say that a Magus/Archmage can get serious mileage out of a few levels of Arcane Potency.

Liberty's Edge

Legendary Items can be good for anybody. Make sure to get the right stuff in it!

Oh - and a second point in it can seriously be worth it.


1 person marked this as a favorite.
Female Human Arcanist 4/Arch. 1 | HP: 35/35 | AC: 13, T: 13, FF: 10 | Fort: +3, Ref: +4, Will: +6 | BAB: +2, CMB: +4, CMD: 17 | Init: +9, Perception: +6 |

I'm pretty sure Arcane Potency is 3rd Tier - unless we're gaining several tiers and/or such restrictions are removed, but definitely good to think about for the future. XD Also, yes - Legendary Items are amazing. In my case, what I do - when permitted - is build up an item based on an official one, but reflavored for my character and designed to scale throughout the campaign so it really matches them, but without ever being so strong that it's not fair to have. Either way, I'm interested in seeing where this goes.

Liberty's Edge

It is 3rd tier - but if you stay for the duration, 10th is the ultimate goal...


Male Elf Magus 3; Arcane Pool 4/4 HP 35/35 | AC:16 T:16 FF:11 CMD 16 | Init+5 F+6 R+4 W+4 (+2 v Enchantment) | Katana:+5, 1d8+2; 19-20 x2
Skills:
Intimidate: 10 Knowledge (Arcane): 10 Knowledge (Dungeoneering): 10 Perception: 6 Spellcraft: 10 Use Magic Device: 9

Oh yeah, arcane potency is going to happen. Maybe even the dual prestige thing and pick up some of the champion abilities. I have it written out somewhere in my house, but Reiko is going to be a very... unique mythic character.


Male Human Rogue (Unchained, Swashbuckler) L2 | AC19 (T14F15) CMD16 | HP 17/17 | Saves F1R7W-2 | Percep +2 | Init: +4 | Status: OK

Trickster for me!


Male Human Dual-Cursed Oracle of Life 3 Hps 33/33 AC 19 FF 17 T 12 CMD 14 Fort +3 Ref +3 Will +5 Init +2 Per +2

I would guess Hierophant for me


Female Human Arcanist 4/Arch. 1 | HP: 35/35 | AC: 13, T: 13, FF: 10 | Fort: +3, Ref: +4, Will: +6 | BAB: +2, CMB: +4, CMD: 17 | Init: +9, Perception: +6 |

Also, 6th or 7th Tier, I might take the Sanctum power. There's always a use for a Mansion of Holding, and that could be rather valuable if we end up seeing loads of loot. XD


Aasimar, Bardadin 7 | HP 92/92 | AC 27 (t20, ff18) | CMD 27 | F +12; R +17; W +12 | perception (darkvision) +13, sense motive +17, initiative +10 | active effects: --

@GM- If you're transitioning out of turn based combat and just looking for decisions, I have no intention of letting the patriarch live (not after the aura he was putting off), and as soon as possible I'll help Nia with the centipede if nobody else has... I'm guessing/assuming that somebody will coup de grace the warrior before the hold spell ends (maybe Antonio, since he rushed over and hasn't acted yet?) but if not I'll try to deal with him before he gets away and warn the archer's and townsfolk that if he escapes he'll become the new chieftain and it will only be a matter of time before they return for revenge.

Liberty's Edge

Not exactly. You could have, but the patriarch wants to live, and he's not calming his companion. ;)

He is defeated, though. The experience has been earned. :)


Male Human Dual-Cursed Oracle of Life 3 Hps 33/33 AC 19 FF 17 T 12 CMD 14 Fort +3 Ref +3 Will +5 Init +2 Per +2

Apparently I picked Giant as a known language. Huh lucky guess of a language known. Well either I didn't hear the ogre leader or Jun is keeping silent about what was said....


Female Human Arcanist 4/Arch. 1 | HP: 35/35 | AC: 13, T: 13, FF: 10 | Fort: +3, Ref: +4, Will: +6 | BAB: +2, CMB: +4, CMD: 17 | Init: +9, Perception: +6 |

I didn't see a roll... Centipede made that save against the Flare, then?

Liberty's Edge

Sorry, need to roll for that.


Mad up my mind for dual path Champion/Trickster.

Liberty's Edge

Bad-Luck Baldek wrote:
Mad up my mind for dual path Champion/Trickster.

Interesting. :)


Female Human Arcanist 4/Arch. 1 | HP: 35/35 | AC: 13, T: 13, FF: 10 | Fort: +3, Ref: +4, Will: +6 | BAB: +2, CMB: +4, CMD: 17 | Init: +9, Perception: +6 |

That IS an interesting choice. ^^ I'm curious to see how you'll develop it!


Aasimar, Bardadin 7 | HP 92/92 | AC 27 (t20, ff18) | CMD 27 | F +12; R +17; W +12 | perception (darkvision) +13, sense motive +17, initiative +10 | active effects: --

I really like Dual Path for Trickster, especially with their Path Dabbling ability. And, I love No One of Consequence for your guy :)


Male Elf Magus 3; Arcane Pool 4/4 HP 35/35 | AC:16 T:16 FF:11 CMD 16 | Init+5 F+6 R+4 W+4 (+2 v Enchantment) | Katana:+5, 1d8+2; 19-20 x2
Skills:
Intimidate: 10 Knowledge (Arcane): 10 Knowledge (Dungeoneering): 10 Perception: 6 Spellcraft: 10 Use Magic Device: 9

I have a dual path champion/trickster halfling knife master who used to be a circus performer.

He is a blast.


Aasimar, Bardadin 7 | HP 92/92 | AC 27 (t20, ff18) | CMD 27 | F +12; R +17; W +12 | perception (darkvision) +13, sense motive +17, initiative +10 | active effects: --

Grrrr... Forum jacked up my post in gameplay... Posted it twice (with different die rolls) and then deleted both when I tried to delete the second post...

I'll try again from my actual computer as soon as I can


Aasimar HP 27
Stats:
AC/Touch/Flat/CMD 17/13/14/18 | Fort/Ref/Will +05/+04/+06 | Init +03
Skills:
+10 Heal; +9 Survival; +8 Perception; +7 Climb, Swim; +6 Know(Nat); +5 Sense Motive; +3 Stealth, Handle Animal, Know(Plan)

On the bright side, it will give you the exact same die rolls you'd rolled before :) So far as I can tell. I've messed up a post by adding in an action in other places, and had to go back to edit the roll to later on to keep the stuff making sense.

Like if you roll perception, then realize you needed to roll reflex... if you put the reflex save the DM called for at the top of your post, it'll nomph your perception roll, and spit out a new roll for perception. It's pretty nasty.

RPG Superstar 2012 Top 32

hmm... it did give me the exact same roll as one of the two that popped up before... (I can't remember if it was the first set or second set though)

on an unrelated note, apparently I should have been called 'bad-luck Auric'... I've had way too many 3s and 5s on d20 rolls this combat :(

it makes me look forward to getting Mythic Surge because a few of those 5s might have hit with an extra 1d6, lol


Female Human Arcanist 4/Arch. 1 | HP: 35/35 | AC: 13, T: 13, FF: 10 | Fort: +3, Ref: +4, Will: +6 | BAB: +2, CMB: +4, CMD: 17 | Init: +9, Perception: +6 |

In one game I GM, I've constantly rolled well below average - with many 1's - while my sole player often gets 20's. XD; It's... making it surprisingly hard to balance, actually.

That aside, I think I've settled on taking Perfect Preparation. It just fits Sakuro, and I never wanted to deal with limited spellbook size anyway.


Female Elf Wizard

I have never played in a Mythic game before and therefor have no experience with it. I am seriously thinking about taking Archmage, Wild Arcana, and Abundant Casting for my first mythic tier.
I would appreciate any suggestions, comments, or ideas. Thanks all.


Female Human Arcanist 4/Arch. 1 | HP: 35/35 | AC: 13, T: 13, FF: 10 | Fort: +3, Ref: +4, Will: +6 | BAB: +2, CMB: +4, CMD: 17 | Init: +9, Perception: +6 |

That's a very solid selection of choices for a Wizard. ^^ Remember that there are also Universal powers that heroes on any path can choose - of these, Legendary Item and Mythic Spellcasting are the ones you should most seriously consider picking up at some point (possibly one of them at 2nd tier - many more options open up at 3rd tier).


Aasimar HP 27
Stats:
AC/Touch/Flat/CMD 17/13/14/18 | Fort/Ref/Will +05/+04/+06 | Init +03
Skills:
+10 Heal; +9 Survival; +8 Perception; +7 Climb, Swim; +6 Know(Nat); +5 Sense Motive; +3 Stealth, Handle Animal, Know(Plan)

@Aya: What sort of wizard do you want to be 'when you grow up'? That will have a sizable impact upon the selections you're going to want to make. Archmage is one of the strongest paths, simply because it has a ton of neat abilities regardless of your class, and Wild Arcana, which is tied for the strongest path ability in the game, in my opinion.

Abundant Casting is a good choice, but bear in mind that it has to be multitarget to begin with... or you're going to burn through your limited pool of mythic points really quickly.

There are -very- few ways to go wrong with Archmage, so long as you're keeping who you want to be in mind. Most of the Universal Abilities, as Sakuro said, are also really solid. For example, extra mythic power, which isn't usually that strong, is actually -very- powerful with Wild Arcana, as it's effectively 'you gain two spells of your highest level or lower, from your class's list, that you don't have to know, per day.' And that's crazy strong, as well. Your mileage may vary. :)


Male Elf Magus 3; Arcane Pool 4/4 HP 35/35 | AC:16 T:16 FF:11 CMD 16 | Init+5 F+6 R+4 W+4 (+2 v Enchantment) | Katana:+5, 1d8+2; 19-20 x2
Skills:
Intimidate: 10 Knowledge (Arcane): 10 Knowledge (Dungeoneering): 10 Perception: 6 Spellcraft: 10 Use Magic Device: 9

Yeah, the universal path abilities are awesome for archmage, as is mythic spellcasting. For even more mythic spell power, take mythic spell casting and mythic spell lore both.

Liberty's Edge

A blaster wizard will likely get their best mileage out of Elemental Bond early on - and Mythic Spellcasting really is the feat to take.

Elemental Bond: Fire / Mythic Scorching Ray is likely what I'd do.


Female Elf Wizard

Great advice. Thanks all.

I see myself as DPS (Damage per Second) in WoW terms. I also intend to take magic item creation (Craft Wondrous Item) later.

I am taking Archmage, Wild Arcana, and Mythic Spellcasting for my first mythic tier.


Aasimar HP 27
Stats:
AC/Touch/Flat/CMD 17/13/14/18 | Fort/Ref/Will +05/+04/+06 | Init +03
Skills:
+10 Heal; +9 Survival; +8 Perception; +7 Climb, Swim; +6 Know(Nat); +5 Sense Motive; +3 Stealth, Handle Animal, Know(Plan)

You'll also have a feat to choose. With everyone at tier 1, everyone also automatically stabilizes, and can spend a mythic point on any d20 roll to add +1d6 That is to say... not 1d4... :p

Liberty's Edge

Ack - Mythic Spell Lore is the feat I was thinking of.

With it, you can choose your tier's worth of mythic spells. Mythic Scorching Ray does 6d6.

You'd get 6d6+3, at 3rd lvl.

1 to 50 of 951 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Shards of the Titanswar Discussion All Messageboards

Want to post a reply? Sign in.