Super Crime Fighter II (Inactive)

Game Master Legendary Sidekick

A superheroic RPG with "Round Tabletop" GM'ing!


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Female Human Vigilante Brawler
In today's GM post, I wrote:
The two groups of icemen meet, and Cashara and Vetalia can see them well enough to identify their shape—there are a dozen or so minotaurs made of ice mounted on the backs of charging ice centaurs!

It was actually 6 rider-mount pairs NE and 7 rider-mount pairs NW. The idea was that you all saw icy figures that were strange and moving in a dark fog, so knowing exact numbers and distance didn't make sense.

They are heading south from the north.

Crappy Map (not to scale):

((26 Bads))
-
-
rocks+sand!
(Cash)(Vet)
(Snowball)
....(Dr.M)
-
-
.....(Cal)
....rocks!...
((13 Bads))

They are momentarily in a cluster that fits a 20 ft radius.

Am I correct that your sand is roughly where the Stone Call rocks are? (My phone won't let me look at the map you linked.)


Male LG Human (Taldan) Wizard 5 | HP: 72/72 | AC: 15 | CMB: +6/+1, CMD: 21 | F: +7, R: +10, W: +7 | Init: +5 | Perc: +13/+15, SM: +2/+4 | Speed 30ft | Acid Dart: 9/9 | Spells: 1st 5/5 2nd 4/4 3rd 2/2 | Mage Armor - Shield

I intended for both the second casting of Stone Call and first casting Burning Sands to hit the north east group. I thought all three groups were Satyrs. If they'd merged into one super group, then Both spells would have been against the Centaur/Minotaur super group I guess.

I left the southern group of Satyrs untouched because I want them to hit the party in staggered smaller waves instead of one big wave. If I delay both groups by three turns then both groups might hit at once only a three turns later.

The snowman looks scary, but seems to be taking a lot more damage than he's dealing out. Unless killing the snowman kills the ice minions, they are both the bigger threat AND the threat Caledon is best suited for dealing with. Minion suppression is what the build does best.

I suspect that Mavrin's bombs will make short work of the southern group, but if they prove too much of a problem I have the fly speed and spell range on create pit to create a protective moat around the party as soon as things start to look bad. With the layout I linked above, the Satrys would not be able to attack without having to take a relex save or fall in a pit. In fact with luck I can drop a couple into each pit upon casting reducing their number by half in three rounds.

I have one Burning Hands prepared slot and two scrolls of it too. I can use that if things get bad to the south too.

If things go REALLY Bad I can invoke the nuclear option 1. Celestial Eagles have a Cold Resistance of 5.

If things go REALLY REALLY bad I can go with the hereto unmentioned Super Secret Nuclear Option 2.

If things go REALLY REALLY REALLY Bad, I'll pray to Shelyn and start using wands.

LINK to what I was imagining


Male LG Human (Taldan) Wizard 5 | HP: 72/72 | AC: 15 | CMB: +6/+1, CMD: 21 | F: +7, R: +10, W: +7 | Init: +5 | Perc: +13/+15, SM: +2/+4 | Speed 30ft | Acid Dart: 9/9 | Spells: 1st 5/5 2nd 4/4 3rd 2/2 | Mage Armor - Shield

The island north of Rooftopolis, is it more Faroe Island LINK or more Aleutian Islands LINK?


Female Human Vigilante Brawler

Oh, crud muffins. I think we discussed Cal flying south OoC and I glossed over your IC post that clearly stated your move NE.

My fault, so I owe a retcon. I have two possible solutions and no preference. @Johnny, choose one:

1. (Chess pieces stay as they were, so what Call saw is retconned.)
• You saw minotaurs and centaurs in the NE and hit them with Stone Call.
• The NE group galloped South.
• You flew SW and hit them with Burning Sand.
• 13 enemies (satyrs) approach from the south.

2. (Chess pieces are retconned to match what Cal saw.)
• You saw satyrs and hit them with Stone Call.
• The other two groups began a course to flank the party.
• You flew SW and hit the NW group with Burning Sands.
• 12 enemies (6 minotaurs on centaur-back) approach from the south.

If you don't choose...:

The Dee Two Chooses!: 1d2 ⇒ 1


Male LG Human (Taldan) Wizard 5 | HP: 72/72 | AC: 15 | CMB: +6/+1, CMD: 21 | F: +7, R: +10, W: +7 | Init: +5 | Perc: +13/+15, SM: +2/+4 | Speed 30ft | Acid Dart: 9/9 | Spells: 1st 5/5 2nd 4/4 3rd 2/2 | Mage Armor - Shield

I think option 1.

When you say flew SW do you mean I flew NE and intercepted their SW line of approach? In my head I'm using the Snowman/Party as a point of origin for all directions.


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Male LG Human (Taldan) Wizard 5 | HP: 72/72 | AC: 15 | CMB: +6/+1, CMD: 21 | F: +7, R: +10, W: +7 | Init: +5 | Perc: +13/+15, SM: +2/+4 | Speed 30ft | Acid Dart: 9/9 | Spells: 1st 5/5 2nd 4/4 3rd 2/2 | Mage Armor - Shield

I found an IRL island called Jan Mayen that I'd like to use as template for the Island to the north LINKY.

There are tons of amazing photos from it that could be used in our story telling.

I'm thinking we plop down the augustine volcano LINKY and maybe steal a waterfall from Faroe LINKY and strap on a cliff or two from Nova Scotia and we've got ourselves a fantasy island!

Jan Mayen on Wikipedia LINKY

Cool renaissance era map of Jan Mayen: LINKY


Female Human Vigilante Brawler

Yes. You flew NE, and from there you more or less flew over where you first cast Stone Call to intercept the NW group.

I like your mix of real-life geography for the island!


Male LG Human (Taldan) Wizard 5 | HP: 72/72 | AC: 15 | CMB: +6/+1, CMD: 21 | F: +7, R: +10, W: +7 | Init: +5 | Perc: +13/+15, SM: +2/+4 | Speed 30ft | Acid Dart: 9/9 | Spells: 1st 5/5 2nd 4/4 3rd 2/2 | Mage Armor - Shield
Vermilion Vixen wrote:

Yes. You flew NE, and from there you more or less flew over where you first cast Stone Call to intercept the NW group.

I like your mix of real-life geography for the island!

Turlin prodded me to complete my background and I wanted to use the Island. I'm calling it Beeren Island for now, but I'm not married to it.


Female Human Vigilante Brawler

@WW, I'll have the doll reply on the GM post. Just waiting for Dr. Marvin and Vetalia.

...

Any opinions on how to switch episodes? I was thinking of simply wrapping up the night on Snowberry Hill and if Turlin's ready, we time-skip to Ep.2.

I will likely not have Vermilion Vixen show up until Ep.2 begins, though I would if we were to RP a between-episode chat. I have a feeling we'll never have downtime between episodes, though. The GM on deck can plan and play at the same time.

(@Johnny, Speaking of planning ahead, Beeren Island is fine with me. If you GM there first, you get a lot of creative control over the island, including the name.)


Male Human Alchemist lv. 5

So say I'm running down the mountainside. Am I running toward a threat of some kind?

Also, my GMing style is very "wing it". I'm planning, for the first part, that you guys create your own missions/things too do. This way, the first part can be as long or short as you want. Part two will be the fights and puzzles etc. Because of this my part might be pretty long... So as long as you guys are fine with that I'm pretty much ready! As for the transition from VV to me, I wouldn't be against entire party RP, but I have been working under the assumption that we would just time skip.

PS. I'm now officially a year older! (My birthday was weeks ago but I just had a celebration today!)

Should be able go post tomorrow in the gameplay!


Female Human Vigilante Brawler

Given how Caledon is handling the Ice Men, the Snowball From Hell would be your greatest threat. At this point, it's obvious to your character you can't outrun the snowman. So far, the one trap Caledon laid was absorbed by his body, along with the snow.

Grapple check was a 5, but you can guess his strength is immense, and would be even greater if he were to grow larger.

You can take a 5ft step and shoot. I realize large creatures have long reaches that can screw you into taking AoO. I won't get that tactical with a big, dumb monster, as I want you to be able to fight back. When striking/grabbing with his stick-hands, Snowball lurches over and attacks when you're at the edge of his reach so you can always retaliate on your turn.


Male Human Alchemist lv. 5

I'm still here and I will be able to post in the near future!


Female Human Vigilante Brawler

Okay, I'll hold off a little longer. Thanks for the heads up.


Will post the doll's reply to Cashara later.


Female Human Vigilante Brawler

If possible, please try to post over the weekend.

With two of the minion groups rendered ineffective, you're at a potential checkmate-in-two, even without using the wands. With the right moves and a decent posting rate, the battle could end before spring...!


@WW, the dolls would have loaded the derringer if you fired your gun this round. Since you didn't, the dolls can reload your seven-shooter instead, if you permit them to.

You probably have enough bullets in it anyway, but full capacity would ensure you have enough if, for some reason, this battle takes more rounds than I expect.


Note the addition to the episode "map."

I wrote:

✅ 69 Yodelina Valley Lane - Sister Bellum's

✅ 6⅞ North Street - IDIoT House
✅ 7 North Street - O'Myra Bros'
✅ 10002 Victoria Road - Elsa & Anna's
✅ 1225 Holly Circle - Baron von Heatmiser's
✴️ Victoria Peak - BOSS: "Snowball From Hell"
▶️ Undisclosed Location - FINALE

Without going into detail, I don't expect the "Finale" to take long. I do want to keep things moving though, in part so Turlin can know roughly when he's on. (Ideally, his episode can begin by April 1st.)

I intend to make my next GM post no later than Monday, then ask that everyone try to post within 48 hours. That's how I normally like to pace PbP combat (allowing 72 hours over a weekend), but I let the relaxed pace slide for a bit.


Male Human Alchemist lv. 5

Hello! To tell the truth, I'm about to DM a D&D game for my friends so I've been stressing out, but I've decided to buckle down and get my energy level up so let's do this!!!!


Female Human Vigilante Brawler

Cool!

I think I'll actually post NOW, since I'm not seeing any activity from Vetalia and Caledon is likely going to attack minions—none of whom can reach the party for another round. And that's only if Cal *doesn't* attack those in the south.


Female Human Vigilante Brawler

@Johnny, I rolled Burning Sands. Even with halved duration, your spell paid off!

The only way a Centaur could have galloped off the sand was for me to roll 1 Damage. The two on the ends (those most likely to escape) took 10 damage (5 fire, double damage) from the first attack, and only had 16 hp. Minotaurs were safe on Centaur-back. Once they fell in the sand, they were unable to escape. All were dead in 3 rounds! If not for the alchemy extending spell duration (halved by the weather), 6 of the minotaurs would have survived.


Female Human Vigilante Brawler

@Turlin, I just read how the potion works. My call is that you CAN make your fiery touch attack while grappled.

Grappling was simply my next move, planned before you acted. That you drank the potion first is damn good timing on your part. (You would not have been able to drink while grappled!)


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@WW, in case you're wondering, the derringer effectively fired Color Spray with the same effect as the actual spell. The effect on snowmen has been altered on this in-game night.

Happy St. Patty's Day to those who have family gatherings, or watch parades, or steal cereal from leprechauns, or celebrate it in some other way, or don't celebrate it... I think that covers everyone.


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Female Half-Elf lv.6 gunslinger/warpriest
stats:
|HP:72/72|Grit:1|AC:21 (T:18 F13) | CMB:8 CMD:23 |F:7 R:10 W:6| Init:+6 | Perc:+14 | SM:+10 | Speed: 30 FT | Active conditions- None|
other abilities:
|Grit: 1/1=deeds & dares|Fervor or channel 2d6 4/4|Sacred weapon +1 6/6 1d8|spells: 0-5 1-4/4 2-3/3 spell list

Happy late patty's day to all as well


Female Human Vigilante Brawler

I did say I'd post today, but that was before posting on Saturday. So I'll hold out until noon tomorrow, then post when I can. Whoever doesn't post will be botted.


Female Half-Elf lv.6 gunslinger/warpriest
stats:
|HP:72/72|Grit:1|AC:21 (T:18 F13) | CMB:8 CMD:23 |F:7 R:10 W:6| Init:+6 | Perc:+14 | SM:+10 | Speed: 30 FT | Active conditions- None|
other abilities:
|Grit: 1/1=deeds & dares|Fervor or channel 2d6 4/4|Sacred weapon +1 6/6 1d8|spells: 0-5 1-4/4 2-3/3 spell list

I, and my character, are upset.
I am at a live game right now, and an elven wizard (really racist one) takes my character's guns (on is her late father's) and I get full of arrows and almost die, I was so useless. and then he put manual safety on revolvers (they don't have those). I've calmed down, but I am still a little upset about it.

I might laugh at it latter, but right now... ticked.
and my character is Rath and based on guns, so... still ticked.

just something I want to share, and have people be aware of.
I am not quite in the right mind about it, so my bad, it just a game.
but stuff other players pull, can end up ruining a game for someone.


Female Human Vigilante Brawler

I can relate.

PvP sucks. The way I see it, each player is invested in his/her own character. It's okay if bad NPCs do bad things, but not okay if your own teammates mess with you. Sure, just a game. But if one player's fun comes at the expense of another player's fun, it's not a game worth playing.

I realize you aren't getting physically attacked by the racist wizard, but he's basically pranking you or playing some sort of petty domination game, which is a dumb thing to do when you depend on each other for survival. I would either bail, or politely inform the player and GM that is not your idea of fun (and then bail if they don't cut the crap).

-----

PS - tomorrow's post is written. I'll update if players post before I do, but if no one else posts, I'll simple copy-paste my post around noon.

I intend to post on schedule—
• Tuesday
• Thursday
• Saturday
—until combat is over.


Female Human Vigilante Brawler

Unless a player post changes what I've written, I'll post in ~4 hours as promised. For this round, I will bot those who haven't posted, based on what I believe your characters would do. I mean effective tactics that are consistent with things you've been doing effectively—I would never bot a PC making a dumb move.

As for after the upcoming post ...(TWO posts, actually)... I'll explain if asked. I will warn you now, I am treading close to the border of my own Rule #1—no killing PCs; no altering PCs. I assure you, I will not break my most important rule. Any strangeness your characters may experience will be over in a blink when the battle ends. Dice and # of active players determine how soon that will be!


Female Human Vigilante Brawler

@WW,
Roll 3 more attacks. (You get to post 4 rounds of action before getting attacked again.)

Out for Blood is still in effect, and you are close enough for the Point Blank +1 bonus.


Male Half-wolf (half anthro wolf) N/A

thx


Female Human Vigilante Brawler

No problem.

@Turlin, @Jessica, please note that Dr. Marvin and Vetalia are also experiencing the passage of time abnormally fast—meaning your characters also post four rounds.

@Johnny, if Jessica isn't playing but you are, feel free to roll her attacks. Her TWF will allow for seven attacks this turn (move + standard, and three full attacks), and eight next turn!

Cal still gets one round of action. In the post, I sort of gave him a bit of tunnel vision, capturing the moment of Snowball's defeat and the odd disappearance of the party. More of Caledon's POV will be revealed on Thursday's post.


Male Human Alchemist lv. 5

Could you hold off posting till Friday? Having bit of a hectic week and I do want to be able to plan my moves.


Female Human Vigilante Brawler

Okay—I will wait. Will post after yours (unless Johnny makes the same request) or Saturday morning.


Male Human Alchemist lv. 5

Should be able to post this afternoon! Thanks for waiting!


Female Human Vigilante Brawler

@Marvin,
Please edit in your remaining attacks (4 rounds worth) plus a fort save. If the editing window closes, you can roll those attacks in your next turn or in the discussion thread.

For d20 rolls, only a natural 1 misses the book. It's so big you can't miss it, and its material is extremely vilnerable to your attacks, which are extremely powerful for some reason.


Female Human Vigilante Brawler

Wow... still @30 HP thanks to fort saves!

Dr. Marvin, you can roll this round's attacks as well. The book is experiencing "catch fire," which I'm treating as bleed damage which counts double!


Female Human Vigilante Brawler

Two Things:

#1.) Posting Monday, or sooner if Dr. Mavrin posts sooner.

#2.) There's a player interested in joining us (in Ep.2) as either a paladin or a "combat bard." The paladin will be a Superman-like goody two-shoes; the bard will be a cynical veteran. The player's contemplating, but seems interested in joining us either way!


Female Human Vigilante Brawler

Posted! @Mavrin, I'd have held out until evening, but a round 2 finish was highly unlikely. I adjust HP to make up for players not posting, so I'll just tell you—enemy damage needs to get to 100. Vetalia can't contribute this round (unless the player posts and makes a successful fort save), but I believe Cashara and Dr. Mavrin can roll a total of 20 damage. That's all you need: 20 damage this round, and you get 4 attacks!

The d20 only needs to exceed a natural 1 to hit. Finish the battle!!! Next GM post in 48 hours. (I will extend if asked to.)


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Male Half-wolf (half anthro wolf) N/A
Vermilion Vixen wrote:


#2.) There's a player interested in joining us (in Ep.2) as either a paladin or a "combat bard." The paladin will be a Superman-like goody two-shoes; the bard will be a cynical veteran. The player's contemplating, but seems interested in joining us either way!

let him

need more blood in here.


Female Human Vigilante Brawler

@WW,
Totally agree!

@Turlin,
Get ready for your episode to begin! I'll post tomorrow and conclude my GM'ing turn!


Male Human Alchemist lv. 5

I'm really sorry, but could you hold off posting till... Friday afternoon? I know that's an bit long but I'm quite busy and there is a few more details I need to prepare especially if we are getting a new player (witch I'm cool with. Just need to learn about their character!) And if Cal and Vet have dropped out (they have been gone for awhile).


Female Human Vigilante Brawler

No problem, Turlin! I'll write it up, then edit in your part after you post.


Female Human Vigilante Brawler

Sounds like the new player will play a Magus (who can fly!), though a "Hero Paladin" was also considered. I told him we would likely start Ep.2 on the first week of April.

I intend to change up one or two of VV's social talents and a background skill. Mostly, she's ready to play.


Hey guys, thank you to VV for dropping me a line about this game, and thank you all for taking me on board!

Obviously with the stat spread being so generous, one could play almost everything, but looking at your group dynamics, I'm guessing a mix between a Rogue and a Wizard might be something useful? So I just came up with a Magus :D

Here's an idea how he will look like:

Rorx
Male half-orc magus (hexcrafter) 5 (Pathfinder RPG Ultimate Magic 9, 48)
CG Medium humanoid (human, orc)
Init +4; Senses darkvision 60 ft.; Perception +11
--------------------
Defense
--------------------
AC 20, touch 14, flat-footed 16 (+6 armor, +4 Dex)
hp 50 (5d8+10)
Fort +7, Ref +6, Will +7
Defensive Abilities sacred tattoo[APG]
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 cold iron morningstar +8 (1d8+13)
Special Attacks arcane pool (+2, 6 points), hex arcana (familiar[UM]), spell combat, spellstrike
Magus Spell-Like Abilities (CL 5th; concentration +9)
. . At will—feather fall (self only), fly (self only)
. . 1/day—levitate (self only)
Magus (Hexcrafter) Spells Prepared (CL 5th; concentration +9)
--------------------
Statistics
--------------------
Str 20, Dex 19, Con 15, Int 18, Wis 11, Cha 11
Base Atk +3; CMB +7; CMD 22
Feats Additional Traits, Alertness, Arcane Strike, Heighten Spell, Power Attack, Preferred Spell (frostbite)[APG]
Traits bandit (river kingdoms), magical lineage, seeker, trap finder
Skills Acrobatics +8, Appraise +5, Craft (weapons) +10, Diplomacy +1, Disable Device +15, Intimidate +6, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (planes) +8, Linguistics +7, Perception +11, Sense Motive +2, Spellcraft +12, Stealth +13, Survival +1, Swim +9, Use Magic Device +8; Racial Modifiers +2 Intimidate
Languages Abyssal, Celestial, Common, Draconic, Giant, Goblin, Infernal, Orc, Undercommon
SQ hex (flight[APG]), hex arcana, hex magus, orc blood
Other Gear +2 mithral chain shirt, +1 cold iron morningstar, magus starting spellbook, masterwork backpack[APG], masterwork thieves' tools, masterwork weaponsmithing tools
--------------------
Special Abilities
--------------------
Arcane Pool +2 (6/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +2 bonus on Will saves You gain the Alertness feat while your familiar is within arm's reach.
Heighten Spell Increases spell level to effective level desired.
Hex Arcana You can substitute Hexes for Magus Arcana.
Hex Magus (Su) You gain access to witch hexes.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Preferred Spell (Frostbite) The chosen spell may be cast spontaneously, and metamagic can be added to the spell without increasing its casting time.
Sacred Tattoo +1 to all saves.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spellstrike (Su) Deliver touch spells as part of a melee attack.

--------------------

Sonix CR –
Hedgehog (protector) (Pathfinder RPG Ultimate Magic)
N Diminutive magical beast (animal)
Init +3; Senses low-light vision; Perception +9
--------------------
Defense
--------------------
AC 21, touch 17, flat-footed 18 (+3 Dex, +4 natural, +4 size)
hp 25 (1d8-2)
Fort +2, Ref +5, Will +5
--------------------
Offense
--------------------
Speed 20 ft.
Space 1 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 1, Dex 16, Con 6, Int 8, Wis 12, Cha 7
Base Atk +3; CMB +2; CMD 7 (11 vs. trip)
Feats Athletic, Bodyguard[APG], Combat Reflexes
Skills Acrobatics +10 (+6 to jump), Appraise +0, Climb +5, Diplomacy -1, Disable Device +6, Intimidate -1, Linguistics +2, Perception +9, Spellcraft +4, Stealth +23, Survival +2, Swim +5, Use Magic Device +3
Languages speak with master
SQ empathic link, loyal bodyguard, shield master, spiny defense
--------------------
Special Abilities
--------------------
Bodyguard Use an AoO to use aid another to improve an ally's AC.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Empathic Link (Su) You have an empathic link with your master.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Loyal Bodyguard (Ex) Can use Bodyguard to protect master, even if not threatening attacker.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Shield Master (Su) Familiar can take half damage done to you, as shield other
Speak with Master (Ex) You can communicate verbally with your master.
Spiny Defense As a move action, a hedgehog can roll itself up into a spiny ball. While rolled up, it gains a +1 enhancement bonus to its existing natural armor, and any creature attempting to grapple the hedgehog takes 1d3 damage on making a grapple check.

--------------------

Still need to sort out the spells, another weapon option, and some added gear - I want to offer him as much versatility as possible. He is not an amazing scout nor an amazing Arcane caster, but I think he can be useful in the group. And I am not fully happy with his skill spread yet :P

RP wise I am still mulling it over, but I am leaning on maybe a more witchcraft oriented personality - not sure how old this reference will reveal me to be, but maybe a mix of 'The Predator' combat attitude and King Willie's spiritual inclinations :D

Any thoughts?


Female Half-Elf lv.6 gunslinger/warpriest
stats:
|HP:72/72|Grit:1|AC:21 (T:18 F13) | CMB:8 CMD:23 |F:7 R:10 W:6| Init:+6 | Perc:+14 | SM:+10 | Speed: 30 FT | Active conditions- None|
other abilities:
|Grit: 1/1=deeds & dares|Fervor or channel 2d6 4/4|Sacred weapon +1 6/6 1d8|spells: 0-5 1-4/4 2-3/3 spell list

Any way you want it man.


Female Human Vigilante Brawler

I love it! Yes to half-orc with darkvision! Sonix is cracking me up. Almost makes me want to call my fox Tails.

I still need to stat up my own familiar, but the rules actually has stats for familiars (Rule #7), which means better stats.

Quote:
Str 1, Dex 16, Con 6, Int 8, Wis 12, Cha 7

So for a diminutive animal, stats would be:

17-17-15-15-11-11 / -4 STR , +4 DEX, -8 INT

Based on your current best/worst/middle stats, you could adjust Sonix's stats to:
Str 7, Dex 21, Con 11, Int 10 (+3 from leveling), Wis 17, Cha 15

Don't forget you are Lv.6. The Lv.5 PCs will be Lv.6 next episode.


Cashara Aivion wrote:

Any way you want it man.

Gotcha ;)

Vermilion Vixen wrote:

I love it! Yes to half-orc with darkvision! Sonix is cracking me up. Almost makes me want to call my fox Tails.

I still need to stat up my own familiar, but the rules actually has stats for familiars (Rule #7), which means better stats.

Quote:
Str 1, Dex 16, Con 6, Int 8, Wis 12, Cha 7

So for a diminutive animal, stats would be:

17-17-15-15-11-11 / -4 STR , +4 DEX, -8 INT

Based on your current best/worst/middle stats, you could adjust Sonix's stats to:
Str 7, Dex 21, Con 11, Int 10 (+3 from leveling), Wis 17, Cha 15

Don't forget you are Lv.6. The Lv.5 PCs will be Lv.6 next episode.

Whaaaaaaat? Level 6?? Nice!

And my hedgehog is even cooler and more powerful than I thought! :D

Making the changes now.


Female Half-Elf lv.6 gunslinger/warpriest
stats:
|HP:72/72|Grit:1|AC:21 (T:18 F13) | CMB:8 CMD:23 |F:7 R:10 W:6| Init:+6 | Perc:+14 | SM:+10 | Speed: 30 FT | Active conditions- None|
other abilities:
|Grit: 1/1=deeds & dares|Fervor or channel 2d6 4/4|Sacred weapon +1 6/6 1d8|spells: 0-5 1-4/4 2-3/3 spell list

Glad your sicked.
FYI, I'm an ex-cop.
ya...


Female Human Vigilante Brawler

Yup. Lv.6 and you get 15,000g. It works out so all PCs are equal in level and dollars. Ep.1 PCs started at Lv.5 with 10,000g and earn 5,000g for completing their mission.


Female Human Vigilante Brawler

Updated talent for VV, setting myself back a level combat-feat-wise so I can have Sure-Footed at Lv.6. It means I get fast stealth and acro, and at Lv.8, I'm unaffected by difficult terrain. No Combat Reflexes until Lv.7 though.

Also, I always always ALWAYS play a character who talks like she knows her stuff but really has no in-game way of knowing. Enter Social Talent "Well-Known Expert," a talent most players would think useless, but it's perfect for me! As Addison, I can use Bluff checks to sound like I know what I'm talking about.

I really think the Vigilante Class was made for me.

So... psyched to end my GM turn and have a new ally to start Turlin's island episode!!!


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Male half-orc

Working on gear and spells, but we now have an alias ;)

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