| Zaidel Michigan |
(applause)
Episode two: Several demigods walk into a bar..
| Liriiestil |
I'm sorry guys I didn't mean to leave you hanging, what can I do to smooth the transition? Sorry about not posting about the inn or info.
I don't know how long this break will last but I'll be following along and posting as much as I can.
While I really hope you will all stay and enjoy Monkeygod's adventure if any players drop out I'll give you a PM when I am back to invite you to join back up.
Yaas, if you could do a wrap up scene with the two guards, and then moving us to the inn/tavern, that would be ideal, especially since a couple of us asked the guard I charmed about an upscale location. Including a description of said inn would be awesome, but I understand if that's too much atm.
To help speed things up, here's a Diplomacy roll to get us rooms and service wherever we end up: 1d20 + 57 ⇒ (18) + 57 = 75
| Yasss Queen |
Yeah, I'm sorry I thought I'd have a bit of time today but it's not turning out that way. Feel free to create whatever type of Inn you would like, Al'Lamar is yours to create and add to, as I subscribe to the whole idea that nothing is cannon until written.
Unfortunately you shouldn't wait on me right now, things are too touch and go.
Alternatively it seems the players have already moved on to an Inn, it can be fun getting narration help from them if you are having a hard time starting up your adventure.
| Voice of Awesomeness |
Alyssa, the sense ability feature is kinda confusing.
It says the DC is 10 + the level at which the targeted character gained this ability + how many rounds they've been sensing.
The bold part is what's confusing, or at least part of it.
It sounds like it's referring to the level your target gained a particular ability but it also says you just sense the abilities in those around you. As opposed to first seeing or otherwise witnessing the ability.
Thus, I have no idea what the DC should be, because I don't know what ability your sensing.
| Artemis P. |
Sense Ability (Su): Mimes gain a supernatural insight to the beings around them. Starting at 2nd level, if a mime gets within close range (25 feet + 5 feet/2 levels) of a creature that possesses spells or special abilities, he feels a tingling sensation (this does not include party members and other creatures he has become familiar with) whereby they roll a Concentration check (DC 10 + the level at which the targeted character gained this ability + how many rounds they've been sensing) to figure out what level special abilities the targeted creatures have. He can then focus for a number of rounds to gain more insight. Focusing like this takes a move action every round.
-One round: The mime learns how many beings within close range possess abilities. At this point, the mime "locks on" to one person with an ability and can continue focusing on them as long as they remain within Medium range (100 feet + 10 feet/level).
-Two rounds: The mime learns which creature has the ability, and learns the nature of the abilities (Spells or special abilities, or both).
-Three rounds: The mime learns how many spells and how many special abilities the creature possesses.
In addition to this, if a spell or special ability is used within close range of the mime, the mime instantly knows what kind of ability it was. Finally, if a mime attempts to copy a randomly selected ability from a target, he can instantly sense exactly what the selected spell or ability does and can choose not to copy the ability at the last minute (this does not grant him another chance to copy before his next action).
It is limited, yes, but also pretty specific, I think. In the beginning, it only tells me whether or not a creature has spells, supernatural abilities, extraordinary abilities, or natural abilities, and their strength.
For example, it's not telling me that Bage can throw fireballs out of his fists, or that he's got the powers of a 20th level Kineticist/Monk- only that he has spell-like, extraordinary, and natural abilities. Don't overthink it- the monk gains a natural ability at level 1, so DC 10+1+rounds. Similarly, a paladin gains spells at 4th level, so 10+4+rounds.
Now, it does start to move into specifics, but only when
In addition to this, if a spell or special ability is used within close range of the mime, the mime instantly knows what kind of ability it was.
So, if there's a spell used in front of me (and I do believe Ms. Allandria did use a spell), then I'd sense that it's a spell, with the DC of 10+gained spells+rounds. Make sense?
I will admit, one thing that was done previously that I'd love to get a ruling on- previously, Yass had alluded to a certain villain having all the spells of 9th level- I don't know if the ability only detects spells, or spell levels, at varying DC's. I leave that question up to you.
| Zaidel Michigan |
Oh he has. But Zaidel's sticking up for his friend.
| Zaidel Michigan |
Bage drags his feet, but follows after the group. Not that we're still all together anyway, though.
I know. The Nameless Warrior and our gunslinging sniper are among the missing.
| Zaidel Michigan |
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Well, I guess Joseph found the love-of-his-life and went 'happily ever after'.
| Fury of the Tempest |
... Wow. 103 posts behind.
Best get cracking!
Edit: one read later
... Sooooooo, Nameless is still stuck on the outside of the city, having not teleported to the camp with the others, and then decided to learn more about the city and its current state of affairs rather than make his way inside... how exactly am I meant to rejoin with the others? I must admit, the inclusion of Blood Elves from World of Warcraft is fascinating and I really wish I was there to witness what was going on... but alas. It seems I've missed it for now.
| Yasss Queen |
Hey Yasss, just curious, do you intentionally make characters that start with 'K' or is it totally a subconscious thing?
For me, I do it a lot with A and V, lol
I like K for some reason, that recent character was originally Cammella when mention earlier (don't know if anyone remembers).
I have a lot of weird naming conventions, though some are by necessity. For instance the ! after Saren was because I couldn't use that name cause someone else on the boards already had it. It fit though, after all he is super enthusiastic about himself =p
| Voice of Awesomeness |
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I'm thinking for my character I want to make a kind of pseudo-Buddhist monk, maybe one native to this world instead of an earthling, though if you want me to be from earth I'm cool with that.
I'm sorry, what?
Was not the initial recruitment 'play what you want'?? Has that changed since game start?? :P
Idc what you play, as long as you're gonna be happy and enjoy playing the character.
| Voice of Awesomeness |
Yea, sorry about that. I had a rather long, badass, descriptive post written up for the 'demon' appearance, and then I couldn't post it due to the bigger formatting being broken.
I ended up making the post I made just to keep the game moving.
Anyways, the creature is flying a few hundred feet above Al'Lamar and the flying city is a couple hundred more above him.
| Yasss Queen |
It's cool Monkeygod, take your time, I know you are busy. Besides it's letting me take a long walk toward setting up a side adventure. I like long walks, it helps make the adventure more involving when the PCs get involved I think, and it's normally too much effort when you are also actively GMing the main story, so it all works out.
| Fury of the Tempest |
Few hundred feet you say? Hmmmm...
Nimble Shadow from the Shadowed Fist Striker archetype halves the Acrobatic DC for Jumping, and Air Stunt Legendary Athletics Talent reduces the DC for Jump Height by 1... which means that I have a 1:1 ratio for vertical, as well as horizontal jumping...
My Acrobatics score is... 93. +134 for Jumping, meaning I have an effective Acrobatics DC of 227 for Jumping. +4 as I'm always treated as having a running start, and then the Swift Movement Athletics Talent gives me an extra 40ft... soooo on a roll of let's say, 4. I can jump 275ft straight up into the air.
Is that enough to reach the zealot guy?