The Devil's Gorge (and Beyond)!

Game Master Rynjin


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Readying will always be kinda boring, unless you want to replace it with a Savage Worlds style "Held Action". Basically you make opposed Agility checks (So Dex or Initiative checks here) and the winner gets to act first. You'd get all your actions before them if you succeed.


Male Ellan Psychic Warrior 9 - 93/93 HP AC 31 (tch 18; ff 25); CMD 27 (+4 vs Disarm/Dirty Trick); Fort +13, Ref +14, Will +13; Low-light Vision/Darkvision; Perception+ 17; Sense Motive +17; Initiative +11

That's why I never mentioned anything about readied actions and instead suggested something similar to "saving" your movement and using as an immediate action or something (To be clear, I'm not suggesting we adopt a house rule like that, nor do I think it'd be a good idea to do it... I'm just fooling around with ideas for possible house rules for the future).


Yeah, that leads to some issues.

I wouldn't mind tacking that onto some of the bleh-er Feats that SHOULD be cool like Archon Style and Bodyguard though. Would make them at least useful, and somewhat attractive.


Male Ellan Psychic Warrior 9 - 93/93 HP AC 31 (tch 18; ff 25); CMD 27 (+4 vs Disarm/Dirty Trick); Fort +13, Ref +14, Will +13; Low-light Vision/Darkvision; Perception+ 17; Sense Motive +17; Initiative +11

Oh... Right... We leveled up. Huh... I have no idea what feat to take. :P


Might I suggest Psionic Meditation? It would let you regain Psionic Focus as a Move action.

And then Deep Focus later, which lets you maintain TWO instances of Psionic Focus at once.

Alternatively, Tactical Rush. You have Veiled Moon Maneuvers so you qualify. It gives you the ability to move up to your speed as a Swift action once per encounter.


Male Ellan Psychic Warrior 9 - 93/93 HP AC 31 (tch 18; ff 25); CMD 27 (+4 vs Disarm/Dirty Trick); Fort +13, Ref +14, Will +13; Low-light Vision/Darkvision; Perception+ 17; Sense Motive +17; Initiative +11

BTW... Are we getting a free skill point to use on Craft, Perform or Profession? I remember using this rule in some game where I'm a player, but I don't remember which one. XD


Yay! Dorla gets multiple bombs a turn now! (took the extra discovery feat and fast bombs discovery) Watch out bad guys!


Donovan Egoblade wrote:
BTW... Are we getting a free skill point to use on Craft, Perform or Profession? I remember using this rule in some game where I'm a player, but I don't remember which one. XD

I did not do that, no.

I'd just use Background Skills now if I was going to use a similar rule. I liked that bit of Unchained.


Male Human Dungeon Master 10/ Munchkin 10
Sundakan wrote:
Donovan Egoblade wrote:
BTW... Are we getting a free skill point to use on Craft, Perform or Profession? I remember using this rule in some game where I'm a player, but I don't remember which one. XD

I did not do that, no.

I'd just use Background Skills now if I was going to use a similar rule. I liked that bit of Unchained.

Background skills could be fun... Though "Lore" is mostly obsoleted by Knowledge skills and Kn(Engineering) might not be completely fair to use as a background skill in a setting with so many technological devices (Personally, I allow kn(Engineering) to be used to identify golens and constructs, so it's a pretty decent skill anyway).

I honestly think Linguistics is a really good skill, really underrated skill... Between learning new languages, translating ancient texts and being able to forge documents and detect forgeries, I honestly don't understand why it's been relegated to "Background Skill". It can even grant the character a +10 to a Bluff check!


Kn. Engineering is either Background or Adventuring depending on whether it's a campaign you expect to be fighting Robots or not. In this case, it would be an Adventuring skill.

Linguistics' benefits come up pretty rarely, is the thing. I've played a few characters with maxed Linguistics and it was really helpful (not just "Gee, that was neat to have" but "This section of the game would have been hella harder without this") like 3 times.


Male Human Dungeon Master 10/ Munchkin 10
Sundakan wrote:
Kn. Engineering is either Background or Adventuring depending on whether it's a campaign you expect to be fighting Robots or not. In this case, it would be an Adventuring skill.

Well... I think skills that can be used to identify monsters are always useful. And that's why I allow it to identify golems and constructs. That makes it decent enough. In campaigns such as this, it's even more useful.

Sundakan wrote:
Linguistics' benefits come up pretty rarely, is the thing. I've played a few characters with maxed Linguistics and it was really helpful (not just "Gee, that was neat to have" but "This section of the game would have been hella harder without this") like 3 times.

I don't know... I really enjoy the benefit of speaking multiple languages. Sure, there is Tongues and Comprehend Languages for that, but not only can you save a spell slot with Linguistics, it also helps with action economy (e.g.: fighting an adversary that speaks to its allies in a different language). Not to mention it can be used as secret code between party members if everyone takes a obscure language. After all, how many opponents will know how to speak something like Sphinx or Jandelayan?

It's not an amazing skill, sure... But neither is Climb, Disguise, Heal, Ride, Survival or Swim.


Heal really should be a background skill.

Climb and Swim (especially) can be the difference between life and death at low levels.

Ride is integral to mounted combat builds.

Survival is HELLA useful. I end up tracking things and such constantly. Also means you never have to buy food.


Male Human Dungeon Master 10/ Munchkin 10
Sundakan wrote:

Heal really should be a background skill.

Climb and Swim (especially) can be the difference between life and death at low levels.

Ride is integral to mounted combat builds.

Survival is HELLA useful. I end up tracking things and such constantly. Also means you never have to buy food.

Climb is a skill that a a single rank is enough for life and is really, really easy to replace. Swim is more useful, but it's rare to find unexpected large bodies of water, so it's very likely that the PCs will have at least one or two potions or scrolls that make the skill nearly irrelevant.

Ride is either a background skill or completely useless to most characters, though. Some character really benefit from it... In which case, ranks in Ride are mostly an skill tax and only provide an actual benefit for a few feats (just like Sleight of Hand).

Tracking is useful... Occasionally. It's not always possible or necessary, though. And the cost of food is pretty much irrelevant by 3rd level. :P

I'm not saying these skills are useless... Only that they aren't particularly useful or impressive. They are... Ok, but rather situational in most campaigns.


Male Ellan Psychic Warrior 9 - 93/93 HP AC 31 (tch 18; ff 25); CMD 27 (+4 vs Disarm/Dirty Trick); Fort +13, Ref +14, Will +13; Low-light Vision/Darkvision; Perception+ 17; Sense Motive +17; Initiative +11

I updated Donovan's character sheet... All that is left is decide which maneuver to learn. I'm torn between Sanguine Perseverance and Flicker Strike. :P

(Are you sure you don't want to give us Background Skills? ^^)


Yeah, go for it. It's a neat system and will let Dorla especially have some breathing room on skills by freeing up Craft Alchemy and Heal.


Male Ellan Psychic Warrior 9 - 93/93 HP AC 31 (tch 18; ff 25); CMD 27 (+4 vs Disarm/Dirty Trick); Fort +13, Ref +14, Will +13; Low-light Vision/Darkvision; Perception+ 17; Sense Motive +17; Initiative +11

BTW... What are the stats of the dagger Donovan picked up?


Exotic Light Weapon, 1d6 damage, 18-20/x2 crit rate. Deadly, Concealed, and Thrown weapon properties.

Can be used as a one handed weapon as a Martial weapon. It's like a Kukri Broadsword.


Male Ellan Psychic Warrior 9 - 93/93 HP AC 31 (tch 18; ff 25); CMD 27 (+4 vs Disarm/Dirty Trick); Fort +13, Ref +14, Will +13; Low-light Vision/Darkvision; Perception+ 17; Sense Motive +17; Initiative +11

Is it magic/psionic/whatever?

In fact... How are weapons enhanced in this setting?


Psionically.

It's a +2 weapon, as the other one up above.


Male Ellan Psychic Warrior 9 - 93/93 HP AC 31 (tch 18; ff 25); CMD 27 (+4 vs Disarm/Dirty Trick); Fort +13, Ref +14, Will +13; Low-light Vision/Darkvision; Perception+ 17; Sense Motive +17; Initiative +11

The dagger is better than my wakizashi??? I'm offended... :P


Get your silly weaboo garbage weapons outta here. =p


Male Ellan Psychic Warrior 9 - 93/93 HP AC 31 (tch 18; ff 25); CMD 27 (+4 vs Disarm/Dirty Trick); Fort +13, Ref +14, Will +13; Low-light Vision/Darkvision; Perception+ 17; Sense Motive +17; Initiative +11
Sundakan wrote:
Get your silly weaboo garbage weapons outta here. =p

Says the guy with the monkey martial artist. :P


Just a heads up for the next level up (to 10): Dorla adds breath of life to her formula book at that level because of the chirurgeon archetype. However, there are lots of complaints that this doesn't actually work because of the action economy. I also don't know if its too far off from the flavor you're going for in this world.


What reward should we ask for from the baron?


Male Ellan Psychic Warrior 9 - 93/93 HP AC 31 (tch 18; ff 25); CMD 27 (+4 vs Disarm/Dirty Trick); Fort +13, Ref +14, Will +13; Low-light Vision/Darkvision; Perception+ 17; Sense Motive +17; Initiative +11

I don't really care... Gold, I suppose. It's simple enough.


Dorla wrote:
Just a heads up for the next level up (to 10): Dorla adds breath of life to her formula book at that level because of the chirurgeon archetype. However, there are lots of complaints that this doesn't actually work because of the action economy. I also don't know if its too far off from the flavor you're going for in this world.

I'm of the opinion you can administer the serum as a Standard just like all your other Extracts.

My preferred flavor is of the LITERAL "Breath of Life". You drink it, and exhale a healing gas into the target's mouth.


Male Ellan Psychic Warrior 9 - 93/93 HP AC 31 (tch 18; ff 25); CMD 27 (+4 vs Disarm/Dirty Trick); Fort +13, Ref +14, Will +13; Low-light Vision/Darkvision; Perception+ 17; Sense Motive +17; Initiative +11

Do we find anything else on Silverback's body?


Male Goblin Vivisectionist Trap Breaker 10
Donovan Egoblade wrote:

I updated Donovan's character sheet... All that is left is decide which maneuver to learn. I'm torn between Sanguine Perseverance and Flicker Strike. :P

(Are you sure you don't want to give us Background Skills? ^^)

Wow! Donovon got a TON of hp with that level!


Male Ellan Psychic Warrior 9 - 93/93 HP AC 31 (tch 18; ff 25); CMD 27 (+4 vs Disarm/Dirty Trick); Fort +13, Ref +14, Will +13; Low-light Vision/Darkvision; Perception+ 17; Sense Motive +17; Initiative +11
Scavion wrote:
Wow! Donovon got a TON of hp with that level!

Indeed... I forgot to tell you, but I my Con score is 1680.


I've been looking into upgrading Dorla's armor, but the low magic world is really forming a wall. She already is over her armor's max dex if she drinks a mutagen. The only armors I can find with a higher max dex are:
celestial armor (better, but allows fly once a day, so magical)
murderer's blackcloth (bad flavor, and magical)
hiramaki (not going there, far too much of the Leah's chainmail bikini flavor for my tastes)
silken ceremonial armor (only problem with this is that it's only a +1 to AC, so +5 silken ceremonial armor is only +6, which isn't as good as what Dorla already has)


The Fusing armor property is your friend.


Male Goblin Vivisectionist Trap Breaker 10

Then seek a psionic or psuedo-techno-magical material!

Anything is possible within Rynjon's Sundakan's world!

Remember it's SundaKAN not SundaKANT!


This property I mean.

I'd allow it to let you treat Mithral Light armor as "no armor" for Max Dex.


Maybe Dorla will request that upgrade as her share of the reward. It's tempting to request another +1 to the armor, also, but that seems greedy. Also, is it even possible to have a +5 mithril fusing chain shirt when the cost of fusing is listed as '+1 bonus'?


Yes. Enhancement is maxed at +5, but remember the full bonus is +10, so you an have +5 and then +5 in other abilities (or less Enhancement and more abilities).

A +6 suit of armor costs 36k, another 20k on top of what you have already.

I'm going to say that's a bit beyond the reward the Baron is offering you, but not exorbitantly so.

I'm going to say he'll cover 12k of the cost, and the other 8k can come out of your pocket.

The rest of you can request 12k in rewards as well, or just that amount in cash. The main benefit of getting it in an item (even if that item is less valuable by a bit) is speed. That is, you won't have to stick around and wait for the item to be commissioned.


Male Ellan Psychic Warrior 9 - 93/93 HP AC 31 (tch 18; ff 25); CMD 27 (+4 vs Disarm/Dirty Trick); Fort +13, Ref +14, Will +13; Low-light Vision/Darkvision; Perception+ 17; Sense Motive +17; Initiative +11

I'll just take the money and buy stuff later...

That means I now have about 23000 gp and no idea of what to buy... :P

EDIT: I stand corrected... That's 24500 gp and no idea of what to buy. I don't have to buy weapons, but most cool items are off limits anyway. -.-'


Male Ellan Psychic Warrior 9 - 93/93 HP AC 31 (tch 18; ff 25); CMD 27 (+4 vs Disarm/Dirty Trick); Fort +13, Ref +14, Will +13; Low-light Vision/Darkvision; Perception+ 17; Sense Motive +17; Initiative +11

BTW... If mithral light armor counts as no armor... That means my AC increases by +1. :)


Mithral Light Armor with the Fusing property counts as no armor.

Light --> Really Light --> This is basically a shirt


Male Ellan Psychic Warrior 9 - 93/93 HP AC 31 (tch 18; ff 25); CMD 27 (+4 vs Disarm/Dirty Trick); Fort +13, Ref +14, Will +13; Low-light Vision/Darkvision; Perception+ 17; Sense Motive +17; Initiative +11

The fusing property doesn't show up on HL for some reason. :(

Well... I upgraded my armor and buckler by +1 and gave my armor the Glamered enhancement... Still approximately 9k to spend and nothing interesting to buy. -.-'


But it does show up on the link I gave.

And there are a lot of interesting Psionic items. And tech items from Thunderscape. But you and Nicos seem to have something against reading PDFs I send you. =/

Alternatively, feel free to run custom stuff by me.


Male Ellan Psychic Warrior 9 - 93/93 HP AC 31 (tch 18; ff 25); CMD 27 (+4 vs Disarm/Dirty Trick); Fort +13, Ref +14, Will +13; Low-light Vision/Darkvision; Perception+ 17; Sense Motive +17; Initiative +11

I did read it. I just didn't find anything I'd be interested to buy...

And the Technology Guide mostly offers crappier, more expensive versions of common magical items. I refuse to buy that shit.


Male Goblin Vivisectionist Trap Breaker 10

Flippin Lemmy changing his houserule document. Had to dig around to find the old version of the character advancement.


Male Human Dungeon Master 10/ Munchkin 10

Or... You could have simply checked the house-rules for One Step Beyond. Those remain unchanged since the day that game begun and are the same rules being used here.


Male Goblin Vivisectionist Trap Breaker 10

<_< The one place I didnt check.

On the other side, looking at everything again it seems I forgot to add Thetsu's natural armor bonus for being 8th level. So my Red Haze AC is 30!


Male Human Dungeon Master 10/ Munchkin 10

Take the opportunity to post in the three campaigns we're playing together. ^^


Male Goblin Vivisectionist Trap Breaker 10

Sorry, been playing The Division lately. Will be posting tonight on everything.

So I get another Style Strike...should I trap people with Foot Stomp or break boulders with Shattering Punch? Defensive Spin looks good too.


I'm almost done with Dorla's level up, and then I just have to transfer it to the computer. I should be able to finish tomorrow.


OK, Dorla and Chirrup are leveled up.

Is Chirrup supposed to get any of the benefit of Lemmy's automatic bonuses? He is also handicapped to some extent by the lack of magic items, but less than a PC. Any character by level 9 who had a familiar that is a major part of the character concept would be putting at least an amulet on the familiar to protect it.

I know how we could do this in a fun way. Chirrup was part of our team, so he could request his own reward from the baron. (of course, smaller scale than the pcs for the sake of balance). He could ask for the parts for Dorla to be able to upgrade him slightly.

He currently has 43hp, AC 27, and can automatically succeed on aid another for all the skills Dorla cares about except spellcraft. His current saves are 6/7/4. I'm not sure what would be best to upgrade about him.


Give him the bonuses, though it likely won't matter either way.

An upgrade could be neat.

Though keep in mind as Chirrup can't be turned off, an upgrade or change to his circuitry could prove rather uncomfortable for him...and potentially dangerous.


Should I treat his level for the bonuses as his hit die, or something smaller like half?

In terms of the danger/discomfort, I've earlier discussed that Dorla 'almost' turns him off for routine maintenance. It's almost like anasthesia. This is also when Chirrup dreams. I would rather expect him to be a bit uncomfortable and disoriented when he wakes up, though, especially if his int or wis go up.

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