Redemption: Tides of Numenera
Game Master
Sebecloki
Draconic Paragon/Sorcerer(7) | HP: 309 | AC: 42 | Touch: 30 | FF: 31 | F: +59 | R: +59 | W: +58 | CMD: 67 | Init: 25 | Per: 48 | Speed: 125' | Fly: 290' | Darkvision: 60' | Immune: | Electricity | Paralysis | Sleep |
Gimme some ideas how to do a pocket dimension where Arc is cloned to fight the octopus champion. Everyone gets to watch and add in their buffs.

On a basic level, it's the ninth world, so you can really do whatever you want. Nothing's going to be too implausible.
Maybe they've got a cypher that's scans two (or more) people and creates miniatures that fight in a physical space that spectators can cast spells on (I'm envisioning the board game from Star Wars, only with real mini simulacra instead of the holograms; one in which the combatants are are unaware of the spectators, or maybe they're not. It could have randomly generated environments, or maybe the octopus side cheats and gives the advantages they can to their champion.)
Maybe it's something that messes with time and creates a scene in the past (or future) that we get to watch. This could be something in their ship that they've learned to control, or maybe they're just a time manipulating race. Perhaps there are cyphers that then cross time, and we cast our buffs on part of this at our end, and the part in the past/future receives it and passes it to the combatant.
That last one doesn't even have to be a time thing, it could just send them somewhere else in space or another (pocket) dimension as you say. Perhaps it's their fail safe in case they need to retreat their ship, but they use it for entertainment as well.
I meant more the mechanical aspects -- any spells/psionic abilities/artifacts that would do the trick?
I think my answer is about the same. There's no reason not to invent a mechanic that does what you want and say that a cypher can do that. The one that links to different times/dimensions should work fine. It's a helmet that someone can put on and it creates a simulacrum in a different place. If characters cast spells on the helmet they are transferred to the simulacrum. Then the location has scrying magic set up so that we can observe the fight (maybe through a screen, maybe in a hologram projection, maybe something else.) I don't think it's vital to find specific mechanics that would do that offhand given the setting.
Draconic Paragon/Sorcerer(7) | HP: 309 | AC: 42 | Touch: 30 | FF: 31 | F: +59 | R: +59 | W: +58 | CMD: 67 | Init: 25 | Per: 48 | Speed: 125' | Fly: 290' | Darkvision: 60' | Immune: | Electricity | Paralysis | Sleep |
Agreed. Is there some reason that you want specific mechanics versus DM handwaving?
Wow, you guys have been busy this weekend xD
All I can find that affects others at a range longer than though is Bless, granted by being half-celestial.
Bizan could provide fortune hex i think, but i don't know if that should/will work outside of 30 feet.
Else like Cassius any spell on the wizard list up to level 3.
Anti-Paladin//Oracle of Nature 6 | VMC Bard | Mythic: Champion // Hierophant 3 | Vigour: 360/360 | Wounds: 121/121 | Def: 32 | FF: 12 | DR: 13/Adamantine or Huge | SR: 17 | Saves: F: +39 | R: +32 | W: +40 | CMB +22 CMD: 52 | Init: +36 | Per: +20 SM: +20 | Speed: 70' | Fly: 140' | Senses: Darkvision 150' MP 8/9 | +6 vs death effects | +2 vs energy drain, negative energy, and necromancy school | +4 vs poison
With a lot of buffs being touch or short range, pinning down the effective range we are from our champion for spellcasting is important. Also, whether abilities such as inspire courage or area buffs will be relevant.
Will the rules allow debuffing of the Octopus champion? This is also to watch for/rule out having to deal with debuffing/cheating from their side.
On the method of a contest, a simple solution: the Octopi have a custom spell that none of us have seen before. Problem solved.
Well, well, well, worst case i can slumber the octopus.
Or dominate person him with the serpentine bloodline.
Draconic Paragon/Sorcerer(7) | HP: 309 | AC: 42 | Touch: 30 | FF: 31 | F: +59 | R: +59 | W: +58 | CMD: 67 | Init: 25 | Per: 48 | Speed: 125' | Fly: 290' | Darkvision: 60' | Immune: | Electricity | Paralysis | Sleep |
Are we waiting on anything specific?
you can post your ROUND 1 actions, I'll try to get some kind of map up soon.
Draconic Paragon/Sorcerer(7) | HP: 309 | AC: 42 | Touch: 30 | FF: 31 | F: +59 | R: +59 | W: +58 | CMD: 67 | Init: 25 | Per: 48 | Speed: 125' | Fly: 290' | Darkvision: 60' | Immune: | Electricity | Paralysis | Sleep |
I know that is a huge post, but I was trying to be clear about actions and abilities.
Anti-Paladin//Oracle of Nature 6 | VMC Bard | Mythic: Champion // Hierophant 3 | Vigour: 360/360 | Wounds: 121/121 | Def: 32 | FF: 12 | DR: 13/Adamantine or Huge | SR: 17 | Saves: F: +39 | R: +32 | W: +40 | CMB +22 CMD: 52 | Init: +36 | Per: +20 SM: +20 | Speed: 70' | Fly: 140' | Senses: Darkvision 150' MP 8/9 | +6 vs death effects | +2 vs energy drain, negative energy, and necromancy school | +4 vs poison
I approve of said clarity.
Draconic Paragon/Sorcerer(7) | HP: 309 | AC: 42 | Touch: 30 | FF: 31 | F: +59 | R: +59 | W: +58 | CMD: 67 | Init: 25 | Per: 48 | Speed: 125' | Fly: 290' | Darkvision: 60' | Immune: | Electricity | Paralysis | Sleep |
Do you not get a bonus attack (bite probably) from haste? That looks like a full attack equivalent from the unchained economy and I'd guess that it still gets the benefit of an extra attack, though I'm not an expert.
Draconic Paragon/Sorcerer(7) | HP: 309 | AC: 42 | Touch: 30 | FF: 31 | F: +59 | R: +59 | W: +58 | CMD: 67 | Init: 25 | Per: 48 | Speed: 125' | Fly: 290' | Darkvision: 60' | Immune: | Electricity | Paralysis | Sleep |
Unfortunately, haste is explicitly called out as not giving the extra attack if you gain an extra action some other way which I did with Speed Surge. (p.109 of Unchained)
Hmm, that's not going to interact well with Mythic. Ah well. Would using the normal action economy have any chance of being the better option this turn then? Your speed surge and full attack in that would let haste work. Are you using unchained to do something else important here?
Draconic Paragon/Sorcerer(7) | HP: 309 | AC: 42 | Touch: 30 | FF: 31 | F: +59 | R: +59 | W: +58 | CMD: 67 | Init: 25 | Per: 48 | Speed: 125' | Fly: 290' | Darkvision: 60' | Immune: | Electricity | Paralysis | Sleep |
Is that this game that we can choose? I thought I remembered that, but didn't find the post. If so, then yes, normal actions is better for me in this situation.
Edit: Found it hiding in Recruitment.
Sebecloki wrote: I'm going to instead just allow a choice between the chained or unchained action economy every round I thought it must be a different game when I didn't find it. Thank you.
Anti-Paladin//Oracle of Nature 6 | VMC Bard | Mythic: Champion // Hierophant 3 | Vigour: 360/360 | Wounds: 121/121 | Def: 32 | FF: 12 | DR: 13/Adamantine or Huge | SR: 17 | Saves: F: +39 | R: +32 | W: +40 | CMB +22 CMD: 52 | Init: +36 | Per: +20 SM: +20 | Speed: 70' | Fly: 140' | Senses: Darkvision 150' MP 8/9 | +6 vs death effects | +2 vs energy drain, negative energy, and necromancy school | +4 vs poison
I'll update this is a day or so -- I work on the weekends 12.5 hour shifts, so I don't have a lot of gaming time the next 48hrs.
Anti-Paladin//Oracle of Nature 6 | VMC Bard | Mythic: Champion // Hierophant 3 | Vigour: 360/360 | Wounds: 121/121 | Def: 32 | FF: 12 | DR: 13/Adamantine or Huge | SR: 17 | Saves: F: +39 | R: +32 | W: +40 | CMB +22 CMD: 52 | Init: +36 | Per: +20 SM: +20 | Speed: 70' | Fly: 140' | Senses: Darkvision 150' MP 8/9 | +6 vs death effects | +2 vs energy drain, negative energy, and necromancy school | +4 vs poison
Changeling Reaper/Magister 6 | V: 50 W: 53 / MP: 5/5 | D 17 TAC 17 DR 6/- Resist Fire, NE, Cold, Electricity 10 | INIT +7, F +10 / R +9 / W +8 | P: +12, DV 60', LLV
As i have mentioned on a few other threads, I am traveling for work with limited access to post the next couple days.
The Destined Attendant vaguely recognizes that this isn't being made as an offer to allow for more contests, but only vaguely. More sensible members of the group can try to talk them into living by their word, and she won't stop them, but the Destined Attendant definitely wants a try at that arena.
Anti-Paladin//Oracle of Nature 6 | VMC Bard | Mythic: Champion // Hierophant 3 | Vigour: 360/360 | Wounds: 121/121 | Def: 32 | FF: 12 | DR: 13/Adamantine or Huge | SR: 17 | Saves: F: +39 | R: +32 | W: +40 | CMB +22 CMD: 52 | Init: +36 | Per: +20 SM: +20 | Speed: 70' | Fly: 140' | Senses: Darkvision 150' MP 8/9 | +6 vs death effects | +2 vs energy drain, negative energy, and necromancy school | +4 vs poison
A heads up. I won't be available to post at all on Friday, and I likely won't have much availability until Sunday evening or Monday evening.
Posting this on all my games -- I'm going to try to do some updates this weekend, but I have (1) a graduate school app due, (2) a final for microbiology, and (3) I have to pack up my stuff to move over the next week, so I'm going to be less responsive than normal.
Anti-Paladin//Oracle of Nature 6 | VMC Bard | Mythic: Champion // Hierophant 3 | Vigour: 360/360 | Wounds: 121/121 | Def: 32 | FF: 12 | DR: 13/Adamantine or Huge | SR: 17 | Saves: F: +39 | R: +32 | W: +40 | CMB +22 CMD: 52 | Init: +36 | Per: +20 SM: +20 | Speed: 70' | Fly: 140' | Senses: Darkvision 150' MP 8/9 | +6 vs death effects | +2 vs energy drain, negative energy, and necromancy school | +4 vs poison
Cheers for the heads up, and good luck.
Updated -- I'm in the process of moving, but by the end of next week things should settle down a bit for me. Thank you for your understanding and patience.
Anti-Paladin//Oracle of Nature 6 | VMC Bard | Mythic: Champion // Hierophant 3 | Vigour: 360/360 | Wounds: 121/121 | Def: 32 | FF: 12 | DR: 13/Adamantine or Huge | SR: 17 | Saves: F: +39 | R: +32 | W: +40 | CMB +22 CMD: 52 | Init: +36 | Per: +20 SM: +20 | Speed: 70' | Fly: 140' | Senses: Darkvision 150' MP 8/9 | +6 vs death effects | +2 vs energy drain, negative energy, and necromancy school | +4 vs poison
Certainly. Real life concerns come first.
Just to let everyone understand the terms of this game -- you're going to have to talk and ask a lot of questions to get useful information out of NPCs -- the octopus isn't going to volunteer anything you don't purposefully try to extract.
Also, I'm going to try to work in some of the lore from the Torment: Tides of Numenera game -- there's an excellent guideboook that came with the bundle I purchased. I'm not entirely sure how your characters' stories will link up yet, but I'm going to try to make a connection with some of that fluff.
Anti-Paladin//Oracle of Nature 6 | VMC Bard | Mythic: Champion // Hierophant 3 | Vigour: 360/360 | Wounds: 121/121 | Def: 32 | FF: 12 | DR: 13/Adamantine or Huge | SR: 17 | Saves: F: +39 | R: +32 | W: +40 | CMB +22 CMD: 52 | Init: +36 | Per: +20 SM: +20 | Speed: 70' | Fly: 140' | Senses: Darkvision 150' MP 8/9 | +6 vs death effects | +2 vs energy drain, negative energy, and necromancy school | +4 vs poison
That makes sense and I approve.
The Unfettered Prince is currently digesting the information, and will respond further.
I thought i posted some info before i moved house, but it seems i didn't. Gotta remember what i came up with there since i forgot^^
Posting to all my games: I'm moving tomorrow and I need to stop and start my internet access and move my desktop -- any hiccups in that and it may be 36-48 hours before I can post again, but I'll be back when I get set up.
Draconic Paragon/Sorcerer(7) | HP: 309 | AC: 42 | Touch: 30 | FF: 31 | F: +59 | R: +59 | W: +58 | CMD: 67 | Init: 25 | Per: 48 | Speed: 125' | Fly: 290' | Darkvision: 60' | Immune: | Electricity | Paralysis | Sleep |
Is the Draconic Aura feat from 3.5 kosher?
that's fine, and I'm still here; I'm just getting around to updating everything; several players here are in the other games, so you know I'm making the cyber rounds updating stuff.
Draconic Paragon/Sorcerer(7) | HP: 309 | AC: 42 | Touch: 30 | FF: 31 | F: +59 | R: +59 | W: +58 | CMD: 67 | Init: 25 | Per: 48 | Speed: 125' | Fly: 290' | Darkvision: 60' | Immune: | Electricity | Paralysis | Sleep |
Excellent, looking for more ways to make my Intimidate ridiculous.
Cool, good to know.
Anti-Paladin//Oracle of Nature 6 | VMC Bard | Mythic: Champion // Hierophant 3 | Vigour: 360/360 | Wounds: 121/121 | Def: 32 | FF: 12 | DR: 13/Adamantine or Huge | SR: 17 | Saves: F: +39 | R: +32 | W: +40 | CMB +22 CMD: 52 | Init: +36 | Per: +20 SM: +20 | Speed: 70' | Fly: 140' | Senses: Darkvision 150' MP 8/9 | +6 vs death effects | +2 vs energy drain, negative energy, and necromancy school | +4 vs poison
@Arc, you ever look at the Intimimancy Guide? It's a little old but has some good ideas in it.
@Sebecloki: Good to know.
Draconic Paragon/Sorcerer(7) | HP: 309 | AC: 42 | Touch: 30 | FF: 31 | F: +59 | R: +59 | W: +58 | CMD: 67 | Init: 25 | Per: 48 | Speed: 125' | Fly: 290' | Darkvision: 60' | Immune: | Electricity | Paralysis | Sleep |
Thanks, I'll check it out.
Changeling Reaper/Magister 6 | V: 50 W: 53 / MP: 5/5 | D 17 TAC 17 DR 6/- Resist Fire, NE, Cold, Electricity 10 | INIT +7, F +10 / R +9 / W +8 | P: +12, DV 60', LLV
If you can spare ~ four feats for it, you can get perfromance combat to trigger a free action dazzling display on any crit, rage, or several other triggers. Being a Slayer makes it way easier and only takes two feats, but it's still doable as anything else.
Draconic Paragon/Sorcerer(7) | HP: 309 | AC: 42 | Touch: 30 | FF: 31 | F: +59 | R: +59 | W: +58 | CMD: 67 | Init: 25 | Per: 48 | Speed: 125' | Fly: 290' | Darkvision: 60' | Immune: | Electricity | Paralysis | Sleep |
Cool, keep the suggestions coming.
For now, Cornugon Smash takes care of my free action Demoralizes which is effective with 5 natural attacks (soon to be 6).
Fright Wight makes enemies more susceptible.
The Gladiator sphere lets me escalate shaken->frightened->panicked.
At level 9, I can take 10 on any Intimidate check with Antagonizing. And it even adds 1d6.
It is mostly about boosting the check at this point so that I can hit the higher DCs. I am at +33 right now. I can still take the feats Persuasive and Embrace of the Dark Fey. The Draconic Aura feat is one more avenue.
Updated game-- waiting for Bizan Ashura to post me some fluff info.
I think we might have lost the Destined Attendent. Their player doesn't seem to have posted since March as far as I can tell in any game on here.
I'm really burned out on recruiting for games -- start to thing of some pets/animals/robots etc. you might want to create if we have to fill in the party's ranks in the future. I'll try to regather all the build rules when I have a chance.
Draconic Paragon/Sorcerer(7) | HP: 309 | AC: 42 | Touch: 30 | FF: 31 | F: +59 | R: +59 | W: +58 | CMD: 67 | Init: 25 | Per: 48 | Speed: 125' | Fly: 290' | Darkvision: 60' | Immune: | Electricity | Paralysis | Sleep |
If it comes to that, I do have an idea that has been kicking around in my head. Same race, but the feykin alternative makes it tiny; might be a Jiminy Cricket conscience type.
Anti-Paladin//Oracle of Nature 6 | VMC Bard | Mythic: Champion // Hierophant 3 | Vigour: 360/360 | Wounds: 121/121 | Def: 32 | FF: 12 | DR: 13/Adamantine or Huge | SR: 17 | Saves: F: +39 | R: +32 | W: +40 | CMB +22 CMD: 52 | Init: +36 | Per: +20 SM: +20 | Speed: 70' | Fly: 140' | Senses: Darkvision 150' MP 8/9 | +6 vs death effects | +2 vs energy drain, negative energy, and necromancy school | +4 vs poison
It occurred to me since that it would be far easier to recreate a sci-fi character in this campaign than in most pathfinder games.
So if you want a soldier from a far future/distant past empire, or a scientist, I'm game.
The Unfettered Prince wrote: It occurred to me since that it would be far easier to recreate a sci-fi character in this campaign than in most pathfinder games.
So if you want a soldier from a far future/distant past empire, or a scientist, I'm game.
Oh! That's a cool idea. I'm on board with that too.
Anti-Paladin//Oracle of Nature 6 | VMC Bard | Mythic: Champion // Hierophant 3 | Vigour: 360/360 | Wounds: 121/121 | Def: 32 | FF: 12 | DR: 13/Adamantine or Huge | SR: 17 | Saves: F: +39 | R: +32 | W: +40 | CMB +22 CMD: 52 | Init: +36 | Per: +20 SM: +20 | Speed: 70' | Fly: 140' | Senses: Darkvision 150' MP 8/9 | +6 vs death effects | +2 vs energy drain, negative energy, and necromancy school | +4 vs poison
@RoS: Cheers! I'll mull over notions.
@Sebecloki: Feel free to outright say if/when additional characters are needed and I'll pin down a concept.
@All: My free time is going to be quite limited over Friday, Saturday, and Sunday. I might be able to post later on over the three days, but I can't guarantee that I'll be able to.
Anti-Paladin//Oracle of Nature 6 | VMC Bard | Mythic: Champion // Hierophant 3 | Vigour: 360/360 | Wounds: 121/121 | Def: 32 | FF: 12 | DR: 13/Adamantine or Huge | SR: 17 | Saves: F: +39 | R: +32 | W: +40 | CMB +22 CMD: 52 | Init: +36 | Per: +20 SM: +20 | Speed: 70' | Fly: 140' | Senses: Darkvision 150' MP 8/9 | +6 vs death effects | +2 vs energy drain, negative energy, and necromancy school | +4 vs poison
How about an android investigator/Wizard?
that's fine -- people can add their new characters when they want.
I'm pretty sure I've replied to everyone -- this game doesn't have to be super fast-paced, I'm just giving you my sense of the current situation.
Anti-Paladin//Oracle of Nature 6 | VMC Bard | Mythic: Champion // Hierophant 3 | Vigour: 360/360 | Wounds: 121/121 | Def: 32 | FF: 12 | DR: 13/Adamantine or Huge | SR: 17 | Saves: F: +39 | R: +32 | W: +40 | CMB +22 CMD: 52 | Init: +36 | Per: +20 SM: +20 | Speed: 70' | Fly: 140' | Senses: Darkvision 150' MP 8/9 | +6 vs death effects | +2 vs energy drain, negative energy, and necromancy school | +4 vs poison
Fair enough. I'll work on the new character as I have time, so likely not before this weekend.
A pair of links for my own reference and for anyone else making a new character:
* The most recent house rules compilation I could find.
* The very helpful bench-pressing numbers table.
I think i want to stay with this character. Maybe i'll change some details, but i'm working out her fluff again on the side.
Anti-Paladin//Oracle of Nature 6 | VMC Bard | Mythic: Champion // Hierophant 3 | Vigour: 360/360 | Wounds: 121/121 | Def: 32 | FF: 12 | DR: 13/Adamantine or Huge | SR: 17 | Saves: F: +39 | R: +32 | W: +40 | CMB +22 CMD: 52 | Init: +36 | Per: +20 SM: +20 | Speed: 70' | Fly: 140' | Senses: Darkvision 150' MP 8/9 | +6 vs death effects | +2 vs energy drain, negative energy, and necromancy school | +4 vs poison
Oh I intend to keep the Unfettered Prince. He's a complicated one and I'm quite fond of him. :)
But it might be fun (and useful) to have a second character knocking around.
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