Wrath of the Righteous (Inactive)

Game Master Diamondust


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Narrator

Wrath
(noun)
1. strong vengeful anger or indignation
2. retributory punishment for an offense or a crime

Righteous
(adjective)
1. acting in accord with divine or moral law
2. morally right or justifiable


HP 17/17, Fire Resist 5, AC 16, Fort +1, Ref +1, Will +2, Reservoir 4/5, Admixture 6/7, Mythic 3/4, Arcanist spells: 1st) 3/4, Scale 2/3 Active Effects: Prestidigitation, Mage Armor

Ash
(noun)
1. the powdery residue left after the burning of a substance.
2. the remains of something destroyed; ruins.
3. the remains of a body after cremation or burning.
4. powdery material thrown out by a volcano.
5. the mineral component of an organic substance, as assessed from the residue left after burning.


HP: 24/24 Grit: 4/4, Mythic 3/4, Channel 3/5, Spells Cast: */1 Init +3, AC/T/FF 19/12/17 | F+2 R+5 W+4 | Perception +5

Harsh
(adjective)
1. unpleasantly rough or jarring to the senses.
2. cruel or severe.
3. (of a climate or conditions) difficult to survive in; hostile.
4. (of reality or a fact) grim and unpalatable.
5. having an undesirably strong effect.

Thorn
(noun)
1. a stiff, sharp-pointed, straight or curved woody projection on the stem or other part of a plant.
2. a source of discomfort, annoyance, or difficulty; an irritation or an obstacle.
3. a thorny bush, shrub, or tree, especially a hawthorn.
4. an Old English and Icelandic runic letter, Þ or þ, representing the dental fricatives T͟H and TH. In English it was eventually superseded by the digraph th.

Psst, ash, your sheet is missing an initiative bonus. I think it's +1 right now?


Gestalt Wrath of the Righteous Inactive

Shield
(noun)
1. a person or thing that protects

(verb)
1. to serve as a protection for

Bastion
(noun)
1. a fortified place
2. anything seen as preserving or protecting some quality, condition


HP 17/17, Fire Resist 5, AC 16, Fort +1, Ref +1, Will +2, Reservoir 4/5, Admixture 6/7, Mythic 3/4, Arcanist spells: 1st) 3/4, Scale 2/3 Active Effects: Prestidigitation, Mage Armor
Zaniah Riverthorn wrote:


Psst, ash, your sheet is missing an initiative bonus. I think it's +1 right now?

Grr. I always forget something. Thanks.


HP 17/17, Fire Resist 5, AC 16, Fort +1, Ref +1, Will +2, Reservoir 4/5, Admixture 6/7, Mythic 3/4, Arcanist spells: 1st) 3/4, Scale 2/3 Active Effects: Prestidigitation, Mage Armor

Anyone else in this game had experience with the mythic rules?


Gestalt Wrath of the Righteous Inactive

Somewhat. I've used them for in-person games, never in PBP yet.

Ash...Ash..., I must have known you in a former life.


HP: 30/30 Spell Points: 5/6, Channel Energy 6/6, Mythic 4/4 | Init +0, Per +8, SM +7 | AC/T/FF 21/10/21 | F+6 R+0 W+6 (+2 vs. charm & comp.) | Resists: Fire 10; Acid, Cold, Elec 5; Immune to n-l dam by heat | Maintenance: Sharpen Weapons

Forge
(verb)
1. to make or shape (a metal object) by heating it in a fire or furnace and hammering it.
2. to create (something) strong, enduring, or successful.

(noun)
1. a blacksmith's workshop; a smithy.

Bond
(verb)
1. to join or be joined securely to something else, especially by means of an adhesive substance, heat, or pressure.
2. to join or be joined by a chemical bond.

(noun)
1. a thing used to tie something or to fasten things together.
2. an agreement with legal force.


HP: 30/30 Spell Points: 5/6, Channel Energy 6/6, Mythic 4/4 | Init +0, Per +8, SM +7 | AC/T/FF 21/10/21 | F+6 R+0 W+6 (+2 vs. charm & comp.) | Resists: Fire 10; Acid, Cold, Elec 5; Immune to n-l dam by heat | Maintenance: Sharpen Weapons

Also hi everyone! Very happy to be here.


HP 17/17, Fire Resist 5, AC 16, Fort +1, Ref +1, Will +2, Reservoir 4/5, Admixture 6/7, Mythic 3/4, Arcanist spells: 1st) 3/4, Scale 2/3 Active Effects: Prestidigitation, Mage Armor
Sebastion Gwerm wrote:
Ash...Ash..., I must have known you in a former life.

A few of them! Looks like we are in 5 games together now.

And we're now in a game with AM BARBARIAN himself. It's like meeting a celebrity!


HP: 24/24 Grit: 4/4, Mythic 3/4, Channel 3/5, Spells Cast: */1 Init +3, AC/T/FF 19/12/17 | F+2 R+5 W+4 | Perception +5

I’m really more of a forger of dank memes than I am a proper celebrity... but heck, I’ll take it!


HP: 30/30 Spell Points: 5/6, Channel Energy 6/6, Mythic 4/4 | Init +0, Per +8, SM +7 | AC/T/FF 21/10/21 | F+6 R+0 W+6 (+2 vs. charm & comp.) | Resists: Fire 10; Acid, Cold, Elec 5; Immune to n-l dam by heat | Maintenance: Sharpen Weapons

Well this seems like a fantastic group, thanks for taking on a PbP noob such as myself.


HP: 24/24 Grit: 4/4, Mythic 3/4, Channel 3/5, Spells Cast: */1 Init +3, AC/T/FF 19/12/17 | F+2 R+5 W+4 | Perception +5

TBH I'm looking forward to seeing what this blacksmith/incanter of yours can do. I have zero experience with spheres of :things: and it looks neat.


HP: 30/30 Spell Points: 5/6, Channel Energy 6/6, Mythic 4/4 | Init +0, Per +8, SM +7 | AC/T/FF 21/10/21 | F+6 R+0 W+6 (+2 vs. charm & comp.) | Resists: Fire 10; Acid, Cold, Elec 5; Immune to n-l dam by heat | Maintenance: Sharpen Weapons

Spheres is fantastic, so concept enabling. It's a joy to play around with and I'm so happy to have a DM willing to have it in their game.

Blacksmith is particular is such a concept that is quite difficult to pull off in Pathfinder that the class seems to do very well.


HP: 24/24 Grit: 4/4, Mythic 3/4, Channel 3/5, Spells Cast: */1 Init +3, AC/T/FF 19/12/17 | F+2 R+5 W+4 | Perception +5
Ash Dawncourt wrote:
Anyone else in this game had experience with the mythic rules?

OH RIGHT. Uh. A little experience, but I haven't gotten to play a mythic campaign or anything. I just was told to slap mythic tiers onto characters who were already high level. This is my first time really playing one... and also my first time playing a gunslinger.

And my first time playing a character who dumped con.

I think I'm triple-flirting with Pharasma, here, but she can break the action economy like wh0a so it's a worthwhile risk.

(EDIT TO ADD: My current plan is getting an additional marshal action at tier 2 to give everyone a free move action as a swift, then at tier 3 to take Beyond Morality because... reasons, then tier 4 Confidence and tier 5 improved confidence so she can just spam free actions all day long.)


HP 17/17, Fire Resist 5, AC 16, Fort +1, Ref +1, Will +2, Reservoir 4/5, Admixture 6/7, Mythic 3/4, Arcanist spells: 1st) 3/4, Scale 2/3 Active Effects: Prestidigitation, Mage Armor

Sounds like the things I was going to discuss are directly relevant to your character in particular regarding Mythic.

I've played this campaign up through the beginning of book 3, from 1st to 10th level, tiers 1-4. Here's the stuff I've learned about Mythic-

There are two primary ways Mythic breaks the game. First is static damage boosts, like Mythic Power Attack and Mythic Vital Strike. The second is increased action economy from Amazing Initiative, and any of the "cast a spell as a free action" abilities. I've never seen the "gain a free move action" abilities in play. I suspect they will be fine. Standard actions and free spellcasting are the real problems. There are a couple other combinations that should have had some extra playtesting, but those are the big two.

In my experience, the way to get the most out of this AP is to be deliberately conservative with your Mythic choices. The options to crack the system wide open are right there and available to pretty much everyone, so it's super tempting. Being able to go nova and dish out hundreds of points of "screw your DR" damage a round, or drop three empowered Enervations in one round, or grab-throw enemies into orbit is crazy fun, but it's only crazy fun once or twice. Then it's boring. When everyone in the party has these kinds of combos, the game becomes a cakewalk. When only one or two people in the group have these combos everyone else becomes obsolete.

I don't want to get too rant-y or lecture-y with this. I just wanted to bring up the pitfalls of the Mythic system so this game doesn't end up like the first version I played.

My proposal is that we all try our best not to break the game, at least not for damage or save or die stuff. In my experience where the Mythic system really shines is in all the versatility, defensive, and reactionary abilities.

In my experience we are going to be plenty powerful. The first two levels are the hardest in the AP (or, they were with normal characters. Since we are gestalt and mythic already I have no idea what's going to happen).


HP: 24/24 Grit: 4/4, Mythic 3/4, Channel 3/5, Spells Cast: */1 Init +3, AC/T/FF 19/12/17 | F+2 R+5 W+4 | Perception +5

I thought we were using the updated mythic rules from here?

We already have fewer than normal mythic boosts per day, and amazing initiative doesn't get the bonus actions which-frankly-fixes a lot of the issue there. As for Zaniah specifically, she's not a force in and of herself. Yes, I 100% plan on getting mythic deadly aim and clustered shots, and likely abusing her interchangeable teamwork feats to shoot right past you guys and grant you an attack of opportunity on the bargain. Friendly Fire is a great feat when you can target touch ACs off a full BAB and 3/4ths of the party can heal.

However, all of the really terrifying marshal abilities involve having someone else do all of the work. She's a force multiplier, rather than a juggernaut herself. The only thing I can really do as a Marshal is give all of you guys a chance to do what you do harder--at the cost of my swift action and thus my Mysterious Stranger charisma damage boost. (Decisive strike giving someone one extra attack that negates DR usually makes up for the damage loss, and Advance giving everyone an immediate move action is likely a good enough tactical advantage to make up for it too, but... her personal bottom line takes a hit.)

If I go as far as I can towards breaking this, the best Zaniah will be able to do is let the rest of the party be ridiculous, and also fire off a Holy Word or Dictum to deal with the mooks (because it never works strongly enough against anything you'd actually want it to effect).

Also, guns.

She also has guns. Bang bang.

So I guess what I'm getting at is that my job is to make you guys awesome. And to be as judgmental and :| about it as possible, because Zaniah is a butt.


HP 17/17, Fire Resist 5, AC 16, Fort +1, Ref +1, Will +2, Reservoir 4/5, Admixture 6/7, Mythic 3/4, Arcanist spells: 1st) 3/4, Scale 2/3 Active Effects: Prestidigitation, Mage Armor

Those changes should hopefully curb the worst issues.

I don't want anyone to not do what they really want to do. I just wanted to talk about some of the pitfalls I've experienced. If things seem to be getting out of hand for anyone, we can discuss it as it comes up. Mythic is worryingly easy to abuse, so I figured discussing the potential issues right away might help.

I really like Zaniah's build concept, btw. I'm looking forward to seeing how it works in play.


HP: 30/30 Spell Points: 5/6, Channel Energy 6/6, Mythic 4/4 | Init +0, Per +8, SM +7 | AC/T/FF 21/10/21 | F+6 R+0 W+6 (+2 vs. charm & comp.) | Resists: Fire 10; Acid, Cold, Elec 5; Immune to n-l dam by heat | Maintenance: Sharpen Weapons

Honestly haven't looked a hell of a lot into the mythic abilities going forward, but I'll definitely be focusing on utility and shoring up gaps for Oleksandar, rather than pure power.


HP: 24/24 Grit: 4/4, Mythic 3/4, Channel 3/5, Spells Cast: */1 Init +3, AC/T/FF 19/12/17 | F+2 R+5 W+4 | Perception +5

...Oh right, so, guys, make up my mind for me.

Should I or shouldn't I dip one level in witch to get prehensile hair so she can TWF with pistols?

Because like, that's just cool.


HP: 30/30 Spell Points: 5/6, Channel Energy 6/6, Mythic 4/4 | Init +0, Per +8, SM +7 | AC/T/FF 21/10/21 | F+6 R+0 W+6 (+2 vs. charm & comp.) | Resists: Fire 10; Acid, Cold, Elec 5; Immune to n-l dam by heat | Maintenance: Sharpen Weapons

Definitely something I could get behind - well, more likely in front of, shielding you from the demons trying to claw your face off.


Narrator

I just realised that I didn't choose a champion even though they were half of the submissions. Definitely not on purpose.

So i will delay starting the game for a few days because I'm away from home because of work and didn't put my pathfinder stuff on my laptop. I will open up the gameplay though so it can go on your campaign lists. What I would like in your first post is a bit of solo(meaning not interacting with the other PCs) roleplay involving why you are here for Armasse, leading up to the gathering in Clydwell Plaza before things turn to heck. It doesn't have to be long, even a paragraph would be fine.


Gestalt Wrath of the Righteous Inactive

I agree with pretty much everything that has been said about mythic. Sebastion will mostly focus on passive abilities, anything that helps him be tougher/harder to kill. Being able to use heavy armor and the tower shield without penalty is a big focus for me.

He won't deal tremendous damage, but hopefully he can absorb it.

I'm hoping that Oleksandar and I can form a literal shield wall. The image is just too cool to me and something I've also wanted to test out in pathfinder and with two ranged characters, I'm really hoping it works out well, or at least well enough.

I have to admit I'm very excited for this game. The opportunity to see this character develop combined with playing with a handful of living legends is incredible. Add in a potential partner for a shield wall and to see a spheres character in action, I'm almost giddy.

@Zaniah - can't you TWF with pistols anyway, without the hair? I would agree that the thought of shooting a demon in the face with your hair is awesome.


HP: 24/24 Grit: 4/4, Mythic 3/4, Channel 3/5, Spells Cast: */1 Init +3, AC/T/FF 19/12/17 | F+2 R+5 W+4 | Perception +5

Can't reload them without a third hand free to do it, I'd need the hair, if I want to TWF.


HP 17/17, Fire Resist 5, AC 16, Fort +1, Ref +1, Will +2, Reservoir 4/5, Admixture 6/7, Mythic 3/4, Arcanist spells: 1st) 3/4, Scale 2/3 Active Effects: Prestidigitation, Mage Armor

It's probably a better investment just to pick up quick draw and gun twirling so you can draw and holster guns as free actions. Then you'll always have a free hand without having to rely on milking it out of a different class dip.


HP: 24/24 Grit: 4/4, Mythic 3/4, Channel 3/5, Spells Cast: */1 Init +3, AC/T/FF 19/12/17 | F+2 R+5 W+4 | Perception +5

Hrm... well, I don't have feats picked aside 11th level Sig Deed (the one that gives cha to damage)... Lemme poke stuff out here real quick.

3 - Weapon Focus (Firearms)
4b - Dazzling Display... should probably invest in intimidate at some point, huh.
5 - Quick Draw
7 - Gun Twirling
8b - TWF
9 - ITWF, just in time for her delayed Gun Training 1 to hit and give her dex to damage with pistols.

Guys, none of us are allowed to quit 'til at least 9th level.


Male Changeling Fighter 1, Monk 1, Rogue 1, Ranger 1, Actor 5

If you were considering a level dip anyway, just going with fighter would give you an extra feat to play with. I think there's one or two Spheres of Might classes that start with a bonus feat also.


HP: 30/30 Spell Points: 5/6, Channel Energy 6/6, Mythic 4/4 | Init +0, Per +8, SM +7 | AC/T/FF 21/10/21 | F+6 R+0 W+6 (+2 vs. charm & comp.) | Resists: Fire 10; Acid, Cold, Elec 5; Immune to n-l dam by heat | Maintenance: Sharpen Weapons

Shield wall sounds awesome, and I'm hoping that this campaign can go all the way! Definitely won't be bailing any time soon. Also the Conscript class is what you want for a feat/talent extravaganza dip, with either no Specialisations for the feat, or Sphere Specialization (whatever sphere you want a talent in) and probably Coordinated Combatant.


HP 17/17, Fire Resist 5, AC 16, Fort +1, Ref +1, Will +2, Reservoir 4/5, Admixture 6/7, Mythic 3/4, Arcanist spells: 1st) 3/4, Scale 2/3 Active Effects: Prestidigitation, Mage Armor

Jeeze. That's one hell of a dip class. The free martial tradition if you take the class at first level makes it even more awesome.

The Bolt Juggler martial tradition looks like it solves your reloading problem outright. It gives Expert Reload for free, which is nearly identical to (and counts as) Rapid Reload, and also gives this gem-

Quote:
Impossible Reload: You can reload without needing a free hand. In addition, you treat ranged weapons you are wielding which can be wielded in one hand as light weapons for the purpose of determining what penalties you take while fighting with two weapons.

I'd never tell you what to do with your character but... damn.


HP: 30/30 Spell Points: 5/6, Channel Energy 6/6, Mythic 4/4 | Init +0, Per +8, SM +7 | AC/T/FF 21/10/21 | F+6 R+0 W+6 (+2 vs. charm & comp.) | Resists: Fire 10; Acid, Cold, Elec 5; Immune to n-l dam by heat | Maintenance: Sharpen Weapons

Incanter is even better as a dip class, you can really see where they learned from it in delaying more of the things the Conscript gets.


Male Changeling Fighter 1, Monk 1, Rogue 1, Ranger 1, Actor 5

A couple background things I thought of. Do with them what you will.

Sebastion:
A bit later in the story there's a paladin named Irabeth who has quite a bit of thematic overlap with Sebastion's mentor Sir Horus. A name swap would give you a tie-in with one of the AP's main NPCs.

Oleksander:

There's an NPC in Kenabres named Hulrun who fits a similar role to Marcus Spatz. A name swap would give you a tie-in with one of the city's existing NPCs.


HP: 24/24 Grit: 4/4, Mythic 3/4, Channel 3/5, Spells Cast: */1 Init +3, AC/T/FF 19/12/17 | F+2 R+5 W+4 | Perception +5

Hmm. Conscript is really good, yeah, but I've already made her at first level, with RR, and it feels like cheating to do a full rebuild now. Though if I pick up a level of conscript...

As an expert class with 'any mental,' Charisma can be the focus stat, which... doesn't matter much here. As an Expert practitioner, at 1st level in conscript she gets a sphere, which would be dual-wielding. That would give her the TWF feat for free. In addition, she can use the 1st level bonus talent on Impossible Reload, completely freeing her up from needing gun twirling, and making the weapons considered 'light' for TWFing. That frees things up so that she'd only need ITWF at 7th, and she could take that easily. It'd make her feat progression look like...

3: INSANE CONSCRIPT LEVEL, granting TWF and Impossible Reload and a bonus combat feat on top of it because why not and a normal feat to boot!
4b: Weapon focus??
5: ??? Quick Draw ???
7: Improved Two-Weapon Fighting?
9: ??? Skill focus (Basketweaving) ???

She could even take another conscript level at 6th to get ITWF as a bonus feat and then take Gun Kata (equipment) as a new sphere just in case. Checksum crow, this is ridiculous and I love it, probably well worth lagging behind a bit in oracle levels.

HEY OLEKSANDAR. At some point down the line Zaniah is totally going to notice that your spheres are capable of great insanity and decide to dabble in them for a second.

Because while she is a jerk, she is also very much willing to recognize any good ideas she sees and repurpose them for her own ends. Let's just agree to not make any Grenadier reloading jokes. Or do, because that show was silly.


HP: 30/30 Spell Points: 5/6, Channel Energy 6/6, Mythic 4/4 | Init +0, Per +8, SM +7 | AC/T/FF 21/10/21 | F+6 R+0 W+6 (+2 vs. charm & comp.) | Resists: Fire 10; Acid, Cold, Elec 5; Immune to n-l dam by heat | Maintenance: Sharpen Weapons

Heh, Spheres is pretty awesome. You can even do a functional (cover your ears Paizo) sword-and-pistol build, from level 1 if you're a Conscript. Just be aware that Dual-Wielding doesn't actually negate the TWF penalties when you are full attacking, only during an attack action.

@DH, thanks for that, Hulrun seems to be a bit higher in the Kenebres pecking order that I was thinking for Marcus, who was more a bureaucratic bully, beat cop kind of character who would be likely to come into conflict with rambunctious teens and hold a grudge, but I'll leave it up to our illustrious GM to decide how he wants to weave it in/if he thinks that would fit better.


HP: 24/24 Grit: 4/4, Mythic 3/4, Channel 3/5, Spells Cast: */1 Init +3, AC/T/FF 19/12/17 | F+2 R+5 W+4 | Perception +5

Oh, nah, she'll take the -2/-2 penalties all day to bang bang shooty people, she's targeting touch ac half the time anyways.


HP: 30/30 Spell Points: 5/6, Channel Energy 6/6, Mythic 4/4 | Init +0, Per +8, SM +7 | AC/T/FF 21/10/21 | F+6 R+0 W+6 (+2 vs. charm & comp.) | Resists: Fire 10; Acid, Cold, Elec 5; Immune to n-l dam by heat | Maintenance: Sharpen Weapons

As in you don't count as having the TWF feat at all for full attacking, only with the attack action. The vast majority of Spheres of Might stuff tries to incentivise making standard action attacks over full attacks (which might be antithetical to the author of AM BARBARIAN). So you would be taking -6/-8 when full attacking, and -2/-2 when standard action attacking.

The whole goal of SoM is to give martials meaningful 'move and standard's turns, rather than making any turn spent not full-attacking feel like a waste.


HP: 24/24 Grit: 4/4, Mythic 3/4, Channel 3/5, Spells Cast: */1 Init +3, AC/T/FF 19/12/17 | F+2 R+5 W+4 | Perception +5

I did not know that this supplement separated 'attack action' from other forms of attacks, so I'd figured the wrong thing. I gotcha.

Hrm... So basically, this to make a standard action into a BANG BANG, and TWF to full attack efficiently. Well, I got the feats for it anyways.

Considering that it counts as TWF for the purposes of getting ITWF, and that up until level 6 (barring rapid shot/MRS, I forgot to get those at some point) there's no difference between attack actions and full attacks... That feels weird, but so does being able to drop an entire bag of holding of alchemist fire with a haunted oracle and have it all flare around her in a glorious fiery tornado of death that somehow doesn't touch them. Worst case scenario is dipping a second level of conscript for the second extra feat. This is really not bad.


Male Changeling Fighter 1, Monk 1, Rogue 1, Ranger 1, Actor 5

On the upside, I don't think you can normally use two weapons during a standard action. The only way i'm aware of in the Paizo rules is the 9th level Two Weapon Warrior archtype ability.

That's a neat way to make 2 weapon characters a lot more functional.


HP: 24/24 Grit: 4/4, Mythic 3/4, Channel 3/5, Spells Cast: */1 Init +3, AC/T/FF 19/12/17 | F+2 R+5 W+4 | Perception +5

It really is. Now I just have to not completely blow my entire wbl on bullets.

...

That might be harder than it sounds.


HP 17/17, Fire Resist 5, AC 16, Fort +1, Ref +1, Will +2, Reservoir 4/5, Admixture 6/7, Mythic 3/4, Arcanist spells: 1st) 3/4, Scale 2/3 Active Effects: Prestidigitation, Mage Armor

Later, once I pick up Mythic Crafter, I'll be able to make you pretty much anything you want at cost.

I'm thinking we put a saddle on a Colossal Double Hackbut and enchant it with Animate Object and Fly. Every mythic gunslinger deserves a hovertank.


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HP: 24/24 Grit: 4/4, Mythic 3/4, Channel 3/5, Spells Cast: */1 Init +3, AC/T/FF 19/12/17 | F+2 R+5 W+4 | Perception +5

...Zaniah sitting in the back on a tank shouting orders through some kind of magical megaphone and everyone else is just like 'Whose idea was it to even give her that?!' and then everyone gives Ash a dirty look.

I'm being silly, feel free to ignore me.


HP: 30/30 Spell Points: 5/6, Channel Energy 6/6, Mythic 4/4 | Init +0, Per +8, SM +7 | AC/T/FF 21/10/21 | F+6 R+0 W+6 (+2 vs. charm & comp.) | Resists: Fire 10; Acid, Cold, Elec 5; Immune to n-l dam by heat | Maintenance: Sharpen Weapons

Two crafters in the party? We are gonna be kitted up beyond belief. The Blacksmith class natively gets craft wonderous and magic arms and armour.


HP 17/17, Fire Resist 5, AC 16, Fort +1, Ref +1, Will +2, Reservoir 4/5, Admixture 6/7, Mythic 3/4, Arcanist spells: 1st) 3/4, Scale 2/3 Active Effects: Prestidigitation, Mage Armor
Oleksandar Andvaru wrote:
Two crafters in the party? We are gonna be kitted up beyond belief. The Blacksmith class natively gets craft wonderous and magic arms and armour.

Archmages have access to this little gem-

Quote:
Crafting Mastery (Ex) You can craft any magic item as if you had the necessary item creation feats. If you actually have the item creation feat needed for a magic item you’re crafting, whenever you attempt a skill check to create that item, roll twice and use the higher result, and you make twice as much progress on the item for any time spent. This ability does not reduce the item’s cost or any other requirements.

I'm thinking you and I can work together on anything where our skill sets overlap. Having you around saves me a lot of skill points in various crafting skills, and I can provide you with spell prerequisites.


Narrator

The gameplay is open.


HP: 30/30 Spell Points: 5/6, Channel Energy 6/6, Mythic 4/4 | Init +0, Per +8, SM +7 | AC/T/FF 21/10/21 | F+6 R+0 W+6 (+2 vs. charm & comp.) | Resists: Fire 10; Acid, Cold, Elec 5; Immune to n-l dam by heat | Maintenance: Sharpen Weapons
Ash Dawncourt wrote:
Oleksandar Andvaru wrote:
Two crafters in the party? We are gonna be kitted up beyond belief. The Blacksmith class natively gets craft wonderous and magic arms and armour.

Archmages have access to this little gem-

Quote:
Crafting Mastery (Ex) You can craft any magic item as if you had the necessary item creation feats. If you actually have the item creation feat needed for a magic item you’re crafting, whenever you attempt a skill check to create that item, roll twice and use the higher result, and you make twice as much progress on the item for any time spent. This ability does not reduce the item’s cost or any other requirements.
I'm thinking you and I can work together on anything where our skill sets overlap. Having you around saves me a lot of skill points in various crafting skills, and I can provide you with spell prerequisites.

Well that is quite the little gem, and I reckon Oleksandar could get used to working with the elf mage, especially if we can make some dope magic items together. A true 'bonding' activity.


Narrator

I have put a link in the campaign tab for Roll20 if you feel like it. Though you don't really have to as I will be posting images of maps in gameplay pretty often anyway.

I'll also put party loot, NPC stuff, mission goals and so on in the campaign tab too as we go.


HP: 30/30 Spell Points: 5/6, Channel Energy 6/6, Mythic 4/4 | Init +0, Per +8, SM +7 | AC/T/FF 21/10/21 | F+6 R+0 W+6 (+2 vs. charm & comp.) | Resists: Fire 10; Acid, Cold, Elec 5; Immune to n-l dam by heat | Maintenance: Sharpen Weapons

How are we doing team? Just thought I'd introduce myself outside the game, I'm Aipaca, a student from Australia. Hope you have all had a great weekend!


HP: 24/24 Grit: 4/4, Mythic 3/4, Channel 3/5, Spells Cast: */1 Init +3, AC/T/FF 19/12/17 | F+2 R+5 W+4 | Perception +5

I'm doing okay. There are those who call me Trinam, and I am a security guard from the US. Also I type in allcaps with barbarians sometimes. Always a pleasure.


HP 17/17, Fire Resist 5, AC 16, Fort +1, Ref +1, Will +2, Reservoir 4/5, Admixture 6/7, Mythic 3/4, Arcanist spells: 1st) 3/4, Scale 2/3 Active Effects: Prestidigitation, Mage Armor

My name's Jasper. I'm from California, way up north near the Oregon border. I'm a dispatcher, so when there's time between alarms I play games here.


Hi friends, I'm thinking of running the Iron Gods AP as a PbP and was wondering if any of you would be interested in playing it? I haven't run a PbP before and have very limited IRL Gming experience (and honestly I'm just thinking about it at this stage, no definites) but I believe that having such wonderful people as you on board would make it a much more smooth experience.

Also as an aside, do any of you have any thoughts/tips on PbP GMing that aren't covered in Painlord's Guide?


HP: 24/24 Grit: 4/4, Mythic 3/4, Channel 3/5, Spells Cast: */1 Init +3, AC/T/FF 19/12/17 | F+2 R+5 W+4 | Perception +5

I'm currently GMing iron gods and have no ability to take parts of it seriously anymore as a result (I'm looking at YOU, hellion and especially nalakai) but I could try, I think.

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