The Forgotten God (Table 2) (Inactive)

Game Master Rednal

Sevia, the Raven Queen and Keeper of Souls

Renchurch Abbey
Renchurch Cathedral


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The walls could be knocked out, but I think I'll need to get a second opinion on whether or not that would collapse everything... if that's what you want to do, I'll ask around. ^^


Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

I mean...I don't see how it would not.

The whole building rests on those walls - there's no other support beams anywhere else. The only other support the place has is on the outside walls, but without any central support to distribute the weight evenly the center of the building will just fall down (depending on how much the side walls in the room can hold up) sure the outside of the building will be mostly fine, but the inside would just fall into the middle of the room and cover all the side rooms in rubble.


Incidentally, which of the powers from the list I linked are you most interested in getting?

(Note: Alter Reality is a flat-out "no", of course. XD The Create series is relatively unlikely, as well - and Divine Sneak Attack would have to be the 4th or 5th one. The reason the GM picks these is for balance reasons - they're meant to match your character, but not be unreasonably powerful for the point in the game when they're acquired - but I will take your preferences into account.)


Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

I really am just never going to use Divine Armor Mastery. I mean first off it's already irrelevant because my armor doesn't interfere with my abilities, and I'm not liable to increase my dex above that cap. Secondly it means that even if I wanted to take advantage of it I could only do so for less than a minute at a time. Divine Dodge is just so much way more useful considering I don't need to worry about it being off (opposite of Armor Mastery) - Don't suppose I could trade? Life Drain also looks interesting. Divine Blast also looks pretty awesome, and covers my crap range ability.


Don't forget that Divine Dodge would also go 'off'. These are intentional limitations, designed to stop characters from being TOO strong. Only one of the abilities doesn't turn off, and I don't plan to apply that one here. However... I'll think on it, at least, and see if there's a way of making that trade work. ^^


Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

Yes, but like I said, I don't have to worry about Divine Dodge going off because I wouldn't need it out of combat or have to worry about gear. Not so with Armor Mastery. (which honestly? even if it wasn't limited wouldn't be OP considering that there is an exact copy in the Mythic path powers).


*Mixes tea*

...You know what? Sure. Let's say that battling a horribly OP mythic monster was enough to resonate with your divine essence and improve the fragment you recovered, converting it to Divine Dodge. I'm pretty sure there's a Champion ability that can overcome miss chances - which would be effective against it - so I still have options for challenging you if I really need them. XD


Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

Exactly how far apart are the townsfolk? I need to know because I'm considering a spell and I need to know if it will trap everyone.


Total? About sixty feet wide, and eighty feet deep.


Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

That is...significantly more space than I expected. I think I need to ask about whether this would work.

I'm looking to cast Wall of Ice around the whole crowd, but I don't think there's enough length. I'd have 100ft of wall to work with (at 10ft high). The spell says that the surface is "smooth" so I'm guessing you couldn't climb it. If I lowered the spell's height to 5ft I could totally encircle them (and double the thickness of the wall) but I'm worried it would be climbable.


Having 200 people in a crowd does take up quite a bit of space, and they're not standing in rigid rows with military precision. More... amorphously filling the area ahead of you.

Five feet of ice is definitely climbable, even if smooth, and they have weapons to either attack the ice, carve out handholds, or use as tools to help them get up.

You can also ask the members of your church for ideas if you'd like to get them involved somehow, since their talents are at your disposal. Some lean towards peaceful, diplomatic resolutions... others not so much. XD


Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

Just realized this campaign is a year old.

Wow.


Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

Two questions, can any healing spell other than Regenerate reattach body parts? Are the skum/migo/shamblers immune to water pressure?


1) If there is, a search for similar terms ("Grow Back", "Reattach", "Regenerate", etc.) isn't showing it.

2) Skum are aquatic, and wouldn't be bothered. Mi-Go and Dimensional Shamblers would be more susceptible normally, and breaking open some of the portals wouldn't be enough to -quickly- flood the area.


I though I saw a post from you last night, but the forum kind of glitched, and a lot of posts disappeared. XD; You may need to rewrite it.


By the way, since you're close-ish to getting your next tier, I thought I should give you a heads-up - you're already somewhat over the power level I'm comfortable with players having, so future Mythic selections should lean towards non-damaging stuff (don't pick DEX for stats, avoid mythic feats that'd improve damage output even more, etc.). Fortunately, there are plenty of helpful powers that aren't solely about killing things. ^^


Going to need some more time before you're free? If you do, that's not an issue here - though I wouldn't mind a heads-up for when you think you'll be posting on a more regular schedule again, just so I know when I should have the materials ready. ^^


Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

Wow, been about a month. Kinda dropped off the radar there I guess, having a hard time lately so I was just in a bit of a slump. Doing some thinking as well. I'm sure you've noticed but I tended to get a lot more inactive during combats lately, I can't say I enjoy them much. It's hard to describe it, but I started dreading going into combat. Despite being the most obviously powerful character I've made, it also feels like the most ineffectual. There's a lot of...'door slammed into the face' moments where I think I've done something clever or lucky, and then it's all undone the next round. It really saps my motivation.

That, and combined with me having some real insomnia troubles has made it hard to keep up with stuff in general. I'd really like to get restarted with this campaign though.

I was thinking maybe I could trade out my template for a class level and maybe you could tone down the bad guys? Given how powerful the template is for me an all.


*Taps chin* From my end, I think I've come to the conclusion that I don't like super-stealthy characters in solo games. The Rogue being able to sneak past enemies isn't as much of a problem if the rest of the party still has to confront stuff, y'know? I am very specifically trying to challenge all characters, and the stronger a character is overall (such as killing anything in one move, whether it's by sneak attacking, vital striking, or whatever other method people use), the more difficult that is. I've actually been trying to avoid and cut down on combat things, since it's easier to challenge you in other ways right now. XD;

That said, retraining is permitted, and I do try to scale enemies' power. If you get weaker, so will they... and the other way around, in that they'll get stronger if you do. Basically, you do have a degree of control over how strong your enemies are, and the fact that things scale this way is meant to encourage building for flavor instead of power. ^^


Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

So, do you NOT want me to retrain out simple advanced template? Is that even possible considering its...well a template? I mean, it is probably one of the biggest power boosters on my character since it adds +2 to basically everything I do and +4 to my AC. And I am sort of really getting sick of enemies constantly having out of nowhere powers, or game breaking abilities like two standard actions per round.


I don't have an opinion on the retraining - it's your character, and your decision. If you wish for enemies to be less absurd, the best method of doing so is weakening yourself, or at least not deliberately supercharging your powers. I know that can seem counter-intuitive ("GM, you're running a mythic tristalt game with access to literal divine abilities, and you suggest being weaker!?"), and I'm actually trying to find a good way to balance the high-powered nature of this game without upsetting players or making them feel like they can't play the character they want to play.

Of course, some of that weakening might already have been done for you, what with all the errata they recently issued. o_O That poor book. May I suggest taking a look at the recent updates, and how it might affect Sevia, as your first course of action?


Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

Well I looked at the errata for the Ultimate Combat book and I didn't see anything that would affect the classes my character has. Unless you meant something else.

Am I going to need to pay to retrain that specific ability?


The Advanced Class Guide and Advanced Race Guide both received errata documents as well. And no need to pay for retraining the template.

I believe Wyroot was one of the things that got changed, putting a distinct limit on how useful it will be for crit-heavy builds.

Quote:

The root of the wyrwood tree has a peculiar quality. When a weapon constructed of wyroot confirms a critical hit, it absorbs some of the life force of the creature hit. The creature hit is unharmed and the wyroot weapon gains 1 life point. As a swift action, a wielder with a ki pool or an arcane pool can absorb 1 life point from the wyrwood weapon and convert it into either 1 ki point or 1 arcane pool point. A wyroot weapon can gain at most 1 life point per day and hold up to 1 life point at a time. More powerful wyroot weapons can gain up to 3 life points per day and hold up to 3 life points at a time. Any unspent life points dissipate at dusk. A creature can convert life points from only one wyroot weapon per day.

Wyroot can be used to construct any melee weapon made entirely of wood or with a wooden haft. Constructing a weapon that can hold 1 life point increases the cost by 1,000 gp, constructing one that can hold up to 2 life points increases the cost by 2,000 gp, and constructing one that can hold up to 3 life points increases the cost by 4,000 gp.


Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

Oh well, the gravy train of free ki is at an end.


Just to double-check, what's your current CMD? (Before your attacks)


Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

38. 42 after.


Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

Uh, you didn't roll for miss chance on images (I did forget to roll how many there are).

1d4 + 2 ⇒ (1) + 2 = 3


As mentioned, I did not forget about them.

Also, it's kind of hard to roll a miss chance when I don't (or, at that point, didn't) know what the odds are supposed to be. XD;


Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

Yes, sorry about that I forgot to roll them, although you could have rolled images.

Anyways, the Dark Young's got a 1/4 chance to land that trip attack.


Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

Unless the Dark Young has blindsight or some spell which negates invisibility, I won't draw an AoO from it for standing. Tremorsense doesn't negate invisibility, just that it knows where I am.


That is entirely correct - if it didn't have some way of overcoming invisibility, you would not have provoked. ^^


Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

Oh I see.

Uh, other problem I just noticed though that was a grapple check. You can't substitute an attack roll for a grapple check. So...should I just check that against AC or are you going to try a disarm/sunder instead?


Against AC, I suppose. XD


*Juggles ideas*


Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

Sorry, I had a rough week. And uh, then I kinda just kept putting this off.

This fight is really killing me.


I was about 24 hours from making this campaign inactive. XD; The good news is you're pretty close to done, and you can still call in some help if you want to.


Oooooor as you already did. XD *Posted here before checking gameplay*


Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

I felt like I was making a few assumptions with my last post. If they were incorrect please let me know so I can add an addendum - generally my intention is to force a flanking and use the mist to avoid AoOs for either of us, then Dismiss it on my turn as a free action. If Fhanys can't get to it because of the mist, just assume I drop it to allow her to get to the thing.

Also, just to clarify, do I get 50% miss chance from the mist at 5ft from my race trait?


Shadow Blending? Spells like Obscuring Mist don't affect the actual light level of the area (not enough to change it, anyway), so no. If you really wanted to take advantage of that sort of thing, though, you could try for some spell research and create it as a custom spell.


Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

Level 9
Feat: TBA

Ninja 9:
1d8@12 + 2 HP
5d6 Sneak Attack

Sorcerer 9:
+1/2 Cold/Electric Resist (Favored Class Bonus)
New Arcana (Extra Spell Known)
+1 3rd Spell/Day
+1 4th Spell/Day
+1 2nd Spell Known (TBA)
+1 3rd Spell Known (Slow)
+3 4th Spell Known (Dimension Door, Stoneskin, Wall of Fire)

Shadow Dancer 4:
Shadow Call (Shadow Conjuration SLA)
Shadow Jump 40ft

Additionally, retraining Simple Advanced Template out for

Shadow Dancer 5:
+1 Fort/Ref/Will
Talent - Defensive Roll
Uncanny Dodge

Losing +4 on all Ability Scores, and +2 Natural Armor.

Skill Points
Gain 14 and lose 16

Also, since Irrepressible was recently errated to not stack with Divine Grace, do you mind if I trade out Irrepressible?


Go ahead and trade out Irrepressible. ^^ Also, I do see your removal of the Advanced template, and plan to scale things down accordingly. Everything else looks good.


Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

I'll probably switch it out with Fate's Favored.

As for the feat I'm gunna take...maybe Press to the Wall? (use walls/etc as counting for flanking).

By the way, can I use the Recuperation mythic ability to count as a rest?


For the purposes of levelup things, no - if I want you to actually rest eight hours, there's generally a reason. For all other things, Recuperation works as written. ^^ For what it's worth, though, you've resolved the main problems of this area and will be able to rest quite soon. There are no other threats or challenges to worry about right now.


Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

Oh, so...the rest of the cave has no bad guys?

Should I follow up my post with something else then?


Nothing worth worrying about (by which I mean "they wouldn't really add to the game, and any fights would just take up time without serving any kind of purpose"). XD You can easily get to the exit and leave.


Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

So...if there are suppose to be no other threats, is this a red herring?


Things may have been misinterpreted. The Mi-Go that killed the Mayor have already been dealt with. ^^ Quite a few things happened while you were looking around.


Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

Oh okay, so his brain wasn't jarred.


Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

I've updated my character sheet. You should probably give it a once over because there were a bunch of changes. I've also gone back and gotten all the treasure I forgot to list.

There uh, might be story stuff I missed though. I could use some help with that.


Story items, you mean?

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