DM Blayde MacRonan's Of Aeons and Giants: The Continuing Adventures of Team Ruby (Private Campaign, Closed Recruitment)

Game Master Blayde MacRonan

The orcs attacking Trunau have been defeated, but the danger remains - the hill giant chieftain Grenseldek still wants the treasures of the tomb beneath Trunau. In order to protect their chosen community, the members of Team Ruby must leave it and travel to deal with this most imminent threat. Yet even putting down Grenseldek and her squabbling monstrous minions may not be enough to save Trunau. For there are stranger forces at play, and a storm is brewing on the horizon...

Initiative:

Aiko: [dice]1d20+2[/dice]
Aodhàn: [dice]1d20+3[/dice]
Kyt: [dice]1d20+2[/dice]
Liesel-Marie: [dice]1d20+2[/dice]
Nyym: [dice]1d20+7[/dice]
Rocnork: [dice]1d20+3[/dice]
Tsadok: [dice]1d20+4[/dice]
Antagonist: [dice]1d20+[/dice]

Perception:

Aiko: [dice]1d20+18[/dice]
Aodhàn: [dice]1d20+11[/dice]
Kyt: [dice]1d20+15[/dice]
Liesel-Marie: [dice]1d20+10[/dice]
Nyym: [dice]1d20+13[/dice]
Rocnork: [dice]1d20+13[/dice]
Tsadok: [dice]1d20+16[/dice]


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Dark Archive

Male kaiju dungeon master; hp 697 Healthy/522 Grazed/348 Wounded/174 Critical/-15 hp Disabled (fast healing 30); AC 48, T 8, FF 43; F +34, Ref +25, Will +23; Init +9; Perc +45
Tsadok Whisperfall wrote:
Enjoy your time off. Relax and veg out, lol.

Methinks you took your own advice a little too well... lol!

;)

Dark Archive

Male kaiju dungeon master; hp 697 Healthy/522 Grazed/348 Wounded/174 Critical/-15 hp Disabled (fast healing 30); AC 48, T 8, FF 43; F +34, Ref +25, Will +23; Init +9; Perc +45

Happy Christmas everyone!


M Half Drow init +6/ hp 35 [35]/ ac 18/ t 14/ ff 13/ fort +4/ ref +9/ wil +6/ perc +6/ stealth +11/ athletics 0/ b2h +3/ lore engineering +2/ finesse +11/ ki pool 7 kinetic shinobi (fading shadow) /4

Merry Christmas all


M Dhampir U. Monk (Temp) 9 {HP:71/71 G:53 W:36 C:18 D:-1} {AC:30 T:26 F:25} {F:+13 R:+15 W: +10} Init:+5 Per:+17

Merry Christmas everyone!!


Awakened Bloodrager (Fire) 9; AC 23/14/21; 40/85 hp; F12+2 R8 W9+2; Health: Critical (-2); Rage left: 38-4+1/38; Spells left: 3/3, 1/1; Effects: Endure Elements (heat only), Wyrmsbreath 2 pts, Paralysis rd 1 of 6

Merry Christmas, folks. I hope yours was merry and bright.


1 person marked this as a favorite.
Awakened Bloodrager (Fire) 9; AC 23/14/21; 40/85 hp; F12+2 R8 W9+2; Health: Critical (-2); Rage left: 38-4+1/38; Spells left: 3/3, 1/1; Effects: Endure Elements (heat only), Wyrmsbreath 2 pts, Paralysis rd 1 of 6

There are a few items in those chests that are interesting to Liesel-Marie, but they are things that cannot be used together, so I cannot claim all of them.

First and foremost, the agile breastplate is very interesting for her. The furious greatsword is interesting, but she's increasingly dedicated to her bearded greataxe.

I wonder if the fire wyrmsbreath shield can pick up charges from her flaming defense. Or perhaps someone else could carry the shield and I could attack it with my flame blade to charge it up so they can use its "breath weapon".

Dark Archive

Male kaiju dungeon master; hp 697 Healthy/522 Grazed/348 Wounded/174 Critical/-15 hp Disabled (fast healing 30); AC 48, T 8, FF 43; F +34, Ref +25, Will +23; Init +9; Perc +45

Those are two very good possible uses for the shield.


Awakened Bloodrager (Fire) 9; AC 23/14/21; 40/85 hp; F12+2 R8 W9+2; Health: Critical (-2); Rage left: 38-4+1/38; Spells left: 3/3, 1/1; Effects: Endure Elements (heat only), Wyrmsbreath 2 pts, Paralysis rd 1 of 6

I vote that someone else carries it and I charge it up for them. I would rather two-hand my weapons - it's more on-theme for my image of her.

Does anyone else have interest in the agile breastplate or the greatsword?


M Dhampir U. Monk (Temp) 9 {HP:71/71 G:53 W:36 C:18 D:-1} {AC:30 T:26 F:25} {F:+13 R:+15 W: +10} Init:+5 Per:+17

Not much in there for Tsadok but if no one wants the potion of Arrow protection and the two flasks of alchemist’s fire would be useful.

I'm good with that LM.

Dark Archive

Male kaiju dungeon master; hp 697 Healthy/522 Grazed/348 Wounded/174 Critical/-15 hp Disabled (fast healing 30); AC 48, T 8, FF 43; F +34, Ref +25, Will +23; Init +9; Perc +45

Two Things:

1) Nyym's player is having computer issues at the moment. Until it is taken care of, I've been given permission to bot that character. Not ideal for me, but it means we can get things moving again.

Which brings us to...

2) I'm sure most of you are aware of the whole WoTC/OGL 1.0a debacle, as well as the outcome thus far, so I won't go into too much detail here. But it did cause me to begin thinking about what that would mean to us here.

This will have no immediate consequences for this chapter. The whole reason that I've been onboard with 1e Pathfinder has had to do with my distrust of WoTC due to their transition to 4e. And that has carried over to 5e as well. I'm not a fan of 2e Pathfinder, but I was prepared to make the transition (if needed) to it.

However, this was before I discovered Pathfinder for Savage Worlds. This is 1e Pathfinder brought into the Savage Worlds fold and may be a way of doing things going forward.

Again, things look fine for now given their recent decision to leave the 1.0a OGL alone, but I'm still not so trusting when it comes to them.

So, I will continue to look at Savage Pathfinder as a possible alternative for continuing play. But I also didn't want to spring this on you out of nowhere. So we can discuss this (and other possibilities) here.


Awakened Bloodrager (Fire) 9; AC 23/14/21; 40/85 hp; F12+2 R8 W9+2; Health: Critical (-2); Rage left: 38-4+1/38; Spells left: 3/3, 1/1; Effects: Endure Elements (heat only), Wyrmsbreath 2 pts, Paralysis rd 1 of 6

I'm not against Savage Worlds, but unexperienced. I am a fan of PF2e, for what it's worth.


M Half Drow init +6/ hp 35 [35]/ ac 18/ t 14/ ff 13/ fort +4/ ref +9/ wil +6/ perc +6/ stealth +11/ athletics 0/ b2h +3/ lore engineering +2/ finesse +11/ ki pool 7 kinetic shinobi (fading shadow) /4

I will do my best to keep up. But yes by all means, if you have to bot me then do so to keep things moving.


1 person marked this as a favorite.
Awakened Bloodrager (Fire) 9; AC 23/14/21; 40/85 hp; F12+2 R8 W9+2; Health: Critical (-2); Rage left: 38-4+1/38; Spells left: 3/3, 1/1; Effects: Endure Elements (heat only), Wyrmsbreath 2 pts, Paralysis rd 1 of 6

Looks like this party's got another hombre to watch for. And who's this Meir - inquiring minds want to know.

Dark Archive

Male kaiju dungeon master; hp 697 Healthy/522 Grazed/348 Wounded/174 Critical/-15 hp Disabled (fast healing 30); AC 48, T 8, FF 43; F +34, Ref +25, Will +23; Init +9; Perc +45
Liesel-Marie Frostvale wrote:
Looks like this party's got another hombre to watch for. And who's this Meir - inquiring minds want to know.

It would seem that you're correct. A new hombre has shown up on the scene.

Meir is the older brother of Charlotte, the little girl who's currently accompanying the party.


Male Human Gunslinger 5/Grand Marshall 4

I'll edit if I need to, but Im reading that as Meir had guns. if Im wrong and you are just using Colt's Danger Sense ability, the post will of course, be different.


Male Human Gunslinger 5/Grand Marshall 4

Not to be that guy, but the crit had to come from judge’s secondary attack, as jury was the off-hand weapon that round. I initially was going to fire 2 from each, but I edited because I realized that according to the way the attack sequence is supposed to work, extra attacks from BAB come from the primary weapon. Just to clarify, I don’t think it matters too much, and DM is the real lawdog.
I didn’t realize that the crit system did not multiply damage bonuses like the regular crit system. I apologize for not getting that one right. I’m used to just multiplying everything except extra dice. But I see with giants running around it might work in our favor in the long run the way you have it, so I ain’t complaining.


Male Human Gunslinger 5/Grand Marshall 4

My mistake…I misread. You applied the Judge damage and informed me of the results of the broken condition. Disregard.


Awakened Bloodrager (Fire) 9; AC 23/14/21; 40/85 hp; F12+2 R8 W9+2; Health: Critical (-2); Rage left: 38-4+1/38; Spells left: 3/3, 1/1; Effects: Endure Elements (heat only), Wyrmsbreath 2 pts, Paralysis rd 1 of 6

Sorry - you said we exited toward the southeast tower, but the latest map shows us in the south tower. Did we move northeast? Where is the portcullis? Where do the stairs put me relative to the action if I choose to take the long way? Where am I relative to the action if I return to the room where the others are and go north (if my thinking that you moved us northeast is correct)?

I’m torn - the fun is below, but the folks I have been protecting are up here, other than the crazy one. Why would I abandon my post? I think I need to get visibility to see that there are humans below, one of them being the brother of Charlotte that we saw at the standing stones.

Ok, having talked it through with myself, here’s what I suggest. The GM moves Liesel-Marie as he feels she would go - on the current level - to get eyes on the scrum below. If she can see and identify Meir, if she still has a standard, she will bloodrage and blade rush to strike one of the bad guys to get their attention. I trust your placement. If she doesn’t have a standard, I think she will have to wait until next turn.

Dark Archive

Male kaiju dungeon master; hp 697 Healthy/522 Grazed/348 Wounded/174 Critical/-15 hp Disabled (fast healing 30); AC 48, T 8, FF 43; F +34, Ref +25, Will +23; Init +9; Perc +45

The challenge for me in all of this is to go back and forth between the ground level and the upper level maps to connect the different locations
as they should be without revealing more than I should about everything else around that I shouldn't. So please bear with me as I do my best to sort things out.

Liesel-Marie Frostvale wrote:
Sorry - you said we exited toward the southeast tower, but the latest map shows us in the south tower. Did we move northeast? Where is the portcullis? Where do the stairs put me relative to the action if I choose to take the long way? Where am I relative to the action if I return to the room where the others are and go north (if my thinking that you moved us northeast is correct)?

Liesel-Marie is currently on the wallwalk connecting the southern tower to the southeastern tower, but she's still close to the to the southern one. I did not move her any further northeast than that.

The portcullis is part of a wall connecting the southern tower and the hall between the inner ward (where the action is) and the outer bailey (where Nyym currently is).

If she takes the stairs in the southern tower, she'd be able to enter the inner ward through the door that Charlotte unlocked earlier.

If Liesel-Marie returns to the room and attempts to go north, then she'd run into a wall. However, if she exits through the other door on the west wall, then she'll have a pretty good view of the inner ward below.

Liesel-Marie Frostvale wrote:

I’m torn - the fun is below, but the folks I have been protecting are up here, other than the crazy one. Why would I abandon my post? I think I need to get visibility to see that there are humans below, one of them being the brother of Charlotte that we saw at the standing stones.

Ok, having talked it through with myself, here’s what I suggest. The GM moves Liesel-Marie as he feels she would go - on the current level - to get eyes on the scrum below. If she can see and identify Meir, if she still has a standard, she will bloodrage and blade rush to strike one of the bad guys to get their attention. I trust your placement. If she doesn’t have a standard, I think she will have to wait until next turn.

So, it seems that the best course of action would be for Liesel-Marie to return to the room and exit through the other door on the west wall, so that she'll have a view of the inner ward and be able to make a DC 14 Perception check (by the way, I couldn't help but notice that she shorted her bonus by 2 on her last check, going by what's on her sheet). If the check is successful, then she can bloodrage and blade rush the last ogre in the group of four.


M Dhampir U. Monk (Temp) 9 {HP:71/71 G:53 W:36 C:18 D:-1} {AC:30 T:26 F:25} {F:+13 R:+15 W: +10} Init:+5 Per:+17

I was gonna post that when it was my turn. Using the 2 maps and the one Aiko showed us before we entered the fort. Stole my thunder, lol.


Awakened Bloodrager (Fire) 9; AC 23/14/21; 40/85 hp; F12+2 R8 W9+2; Health: Critical (-2); Rage left: 38-4+1/38; Spells left: 3/3, 1/1; Effects: Endure Elements (heat only), Wyrmsbreath 2 pts, Paralysis rd 1 of 6

I see. Thank you!

Dark Archive

Male kaiju dungeon master; hp 697 Healthy/522 Grazed/348 Wounded/174 Critical/-15 hp Disabled (fast healing 30); AC 48, T 8, FF 43; F +34, Ref +25, Will +23; Init +9; Perc +45
Liesel-Marie Frostvale wrote:
What?!

Ogres, especially degenerate ogres, are pretty easy to hit given her bonuses. She literally has a 95% chance to hit them. Degenerate ogres pack more of a wallop when they hit back, however. So be careful. :)


Male Human Gunslinger 5/Grand Marshall 4

Degenerate ogres must be like the “Degens from upcountry” on Letterkenny


Awakened Bloodrager (Fire) 9; AC 23/14/21; 40/85 hp; F12+2 R8 W9+2; Health: Critical (-2); Rage left: 38-4+1/38; Spells left: 3/3, 1/1; Effects: Endure Elements (heat only), Wyrmsbreath 2 pts, Paralysis rd 1 of 6

GM Blayde, our totals for Liesel-Marie’s hit points differ. Did I miss some healing?

Dark Archive

Male kaiju dungeon master; hp 697 Healthy/522 Grazed/348 Wounded/174 Critical/-15 hp Disabled (fast healing 30); AC 48, T 8, FF 43; F +34, Ref +25, Will +23; Init +9; Perc +45
Liesel-Marie Frostvale wrote:
GM Blayde, our totals for Liesel-Marie’s hit points differ. Did I miss some healing?

No, you didn't...

I forgot that she was healed up to 71 hp.

The loss of 8 last round puts her at 63, and the loss of 11 this round reduces that total down 52. That would put Liesel-Marie firmly at the Grazed threshold, meaning that she takes a -1 penalty on her attack rolls, saving throws, skill checks, ability checks, AC and caster level.

However, because of her player's honesty, I'm going to let the total stand at what I originally posted for Liesel-Marie: 61, at the Healthy threshold.


Awakened Bloodrager (Fire) 9; AC 23/14/21; 40/85 hp; F12+2 R8 W9+2; Health: Critical (-2); Rage left: 38-4+1/38; Spells left: 3/3, 1/1; Effects: Endure Elements (heat only), Wyrmsbreath 2 pts, Paralysis rd 1 of 6

You truly are a kind and benevolent game master…

Dark Archive

Male kaiju dungeon master; hp 697 Healthy/522 Grazed/348 Wounded/174 Critical/-15 hp Disabled (fast healing 30); AC 48, T 8, FF 43; F +34, Ref +25, Will +23; Init +9; Perc +45
Liesel-Marie Frostvale wrote:
I question whether the two attacks just need to occur in the same round or if they need to be part of a full attack. They are mechanically like a rend attack and it’s hard to picture that he had a hold of her from the first strike when she had intentionally moved out of reach to force a single attack for this round, which is where he got the second strike. As always, I defer to your decision and don’t ask you to change this ruling.

I weighed the outcome of the ogre's slam attack. It's the reason why I posted how pummel works in the first place. As written up, the degenerate ogre takes some understanding. It has listed for its melee attacks a slam and a bite, but also has Multiattack as a feat (which requires as a prerequisite three or more natural attacks). Therefore, I concluded that it was meant to have 2 slams instead of one (a decision made easier with the description of pummel).

Now, I agree that pummel works in a similar fashion to rend.

Rend (Ex): If it hits with two or more natural attacks in 1 round, a creature with the rend special attack can cause tremendous damage by latching onto the opponent’s body and tearing flesh.

Pummel (Ex): If a degenerate ogre succeeds on both slam attacks against a single foe it may immediately pummel the target into oblivion, dashing him on the ground like a rag doll or savaging him with fists and a headbutt.

However, unlike rend, there's no provision that the two slam attacks have to be in the same round. But I'm treating it as if they do. The degenerate ogre hit with two slam attacks against Liesel-Marie: the first was an attack of opportunity, and the second was from its charge. This would then trigger pummel.


Awakened Bloodrager (Fire) 9; AC 23/14/21; 40/85 hp; F12+2 R8 W9+2; Health: Critical (-2); Rage left: 38-4+1/38; Spells left: 3/3, 1/1; Effects: Endure Elements (heat only), Wyrmsbreath 2 pts, Paralysis rd 1 of 6

Not to change your mind, but to offer my thoughts on your remarks.

It doesn’t matter if they have five natural attacks - if they have to move more than five feet (without an ability that specifies otherwise like pounce), they only get one attack. Hence, multiattack is irrelevant to the conversation. Without looking at the stat block, I would expect them to get two slams, but he didn’t get one this round.

I would submit that the reference to requiring two attacks in a round for rend to trigger has an implicit expectation that those successful hits came during the creature’s turn - a hit during an AoO would not trigger the rend.

I would likewise submit that pummel has the same implicit expectation; that “hits with both slam attacks” is intended to be part of a full attack action, not an AoO and a follow-up and certainly not triggering from successful strikes on subsequent rounds as your explanation implies.

Regardless of how broken I feel your ruling makes the ability (considerably, for the record), if my dice weren’t betraying me, it wouldn’t matter.

Please carry on.

Dark Archive

Male kaiju dungeon master; hp 697 Healthy/522 Grazed/348 Wounded/174 Critical/-15 hp Disabled (fast healing 30); AC 48, T 8, FF 43; F +34, Ref +25, Will +23; Init +9; Perc +45

Except you're not taking into account the orignal write-up for the degenerate ogre, specifically that the creature has but one slam attack. If pummel is intended to only work as part of a full attack action, then as written, the ogre would never get to make use of that special attack due to having only a single slam attack. It then becomes clear it has to be able to use it as part of an AoO and a follow up, to use your example.

Trust me when I say that I weighed all of this when I decided to give the degenerate ogre a second slam attack and what the implications would be. It's why I only intend to use pummel in a manner similiar to rend (hitting with both slams in 1 round triggers it). Similar being the key word, as it's not exactly the same. As written, the degenerate ogre is CR 3, the same as a typical ogre. The ones you're facing have been upgraded to CR 4, much like the Shaggra ogre variant, which are similar due to having 2 slams, grab, and constrict special abilities.


Awakened Bloodrager (Fire) 9; AC 23/14/21; 40/85 hp; F12+2 R8 W9+2; Health: Critical (-2); Rage left: 38-4+1/38; Spells left: 3/3, 1/1; Effects: Endure Elements (heat only), Wyrmsbreath 2 pts, Paralysis rd 1 of 6

I concur that the creature as written apparently has problems. I have said my piece, thank you for hearing me out.

Dark Archive

Male kaiju dungeon master; hp 697 Healthy/522 Grazed/348 Wounded/174 Critical/-15 hp Disabled (fast healing 30); AC 48, T 8, FF 43; F +34, Ref +25, Will +23; Init +9; Perc +45
Liesel-Marie Frostvale wrote:
I concur that the creature as written apparently has problems. I have said my piece, thank you for hearing me out.

I agree that it has problems, as written. And I understand how you feel about my use of pummel. I even questioned whether or I not I should even use the creatures (in the adventure, they're actually just regular ogres). But I thought degenerate ogres were more appropriate to use given my vision of Gutterunch Gorb and his kin.

But while they may've fit my vision of that family, I can honestly say that perhaps this was one of those times I just should've left the ogres as they were in the adventure: regular ogres.

So, I accept that I definitely made the wrong call on this one. And don't worry... going forward, I will not be using the degenerate ogres again in this campaign.

I always welcome feedback from my players, so when you have concerns, I treat them with seriously (even if it may not be apparent in my responses). After all, I want you (and everyone else) to have fun.


1 person marked this as a favorite.
Awakened Bloodrager (Fire) 9; AC 23/14/21; 40/85 hp; F12+2 R8 W9+2; Health: Critical (-2); Rage left: 38-4+1/38; Spells left: 3/3, 1/1; Effects: Endure Elements (heat only), Wyrmsbreath 2 pts, Paralysis rd 1 of 6

All good, you don't need to change anything. Liesel-Marie will obviously use different tactics in the future if she encounters them again, as any warrior worth her salt should.

Dark Archive

Male kaiju dungeon master; hp 697 Healthy/522 Grazed/348 Wounded/174 Critical/-15 hp Disabled (fast healing 30); AC 48, T 8, FF 43; F +34, Ref +25, Will +23; Init +9; Perc +45

I'm sure you will have noticed that with my last post, there are no links for maps listed. That is because, I will have to find another site other than Roll20 to host them on. If anyone has suggestions, by all means don't hesitate to put them forth as I'm not too familiar with the various VTTs out there.


Awakened Bloodrager (Fire) 9; AC 23/14/21; 40/85 hp; F12+2 R8 W9+2; Health: Critical (-2); Rage left: 38-4+1/38; Spells left: 3/3, 1/1; Effects: Endure Elements (heat only), Wyrmsbreath 2 pts, Paralysis rd 1 of 6

If you want a place to post a map and icons and that all you need, look at Owlbear Rodeo. It is light intentionally, little more than map and icons. I’m not sure about saving it from one edit to another - that’s the only downside I see.


Awakened Bloodrager (Fire) 9; AC 23/14/21; 40/85 hp; F12+2 R8 W9+2; Health: Critical (-2); Rage left: 38-4+1/38; Spells left: 3/3, 1/1; Effects: Endure Elements (heat only), Wyrmsbreath 2 pts, Paralysis rd 1 of 6

Another, likely better, idea for the use case: A lot of folks use Google Sheets for the map with icons as layers that they drag to the desired positions.

Dark Archive

Male kaiju dungeon master; hp 697 Healthy/522 Grazed/348 Wounded/174 Critical/-15 hp Disabled (fast healing 30); AC 48, T 8, FF 43; F +34, Ref +25, Will +23; Init +9; Perc +45

It's looking like it'll be Owlbear Rodeo going foward... it'll save the maps used on the computer using it (which, in my case, is ny laptop), so as long as I keep using that, we'll be alright. And I have all of the maps and tokens on the laptop already.

I'll have to wait until I get back from work tonight to set things up, but otherwise we should be good.

Thanks Liesel-Marie!


Awakened Bloodrager (Fire) 9; AC 23/14/21; 40/85 hp; F12+2 R8 W9+2; Health: Critical (-2); Rage left: 38-4+1/38; Spells left: 3/3, 1/1; Effects: Endure Elements (heat only), Wyrmsbreath 2 pts, Paralysis rd 1 of 6

My pleasure!

Dark Archive

Male kaiju dungeon master; hp 697 Healthy/522 Grazed/348 Wounded/174 Critical/-15 hp Disabled (fast healing 30); AC 48, T 8, FF 43; F +34, Ref +25, Will +23; Init +9; Perc +45

Just wanted to let everyone know that the campaign will be on a short break later in the month, as I will be unavailable to post from the 25th to the 29th. I will be taking some paid-time-off for a long awaited "family" vacation to attend an anime convention, one that I haven't been to in a long time. I am very much looking forward to taking this trip.

I would like to get some more progression going before that happens, but where we stop is where we stop.


Awakened Bloodrager (Fire) 9; AC 23/14/21; 40/85 hp; F12+2 R8 W9+2; Health: Critical (-2); Rage left: 38-4+1/38; Spells left: 3/3, 1/1; Effects: Endure Elements (heat only), Wyrmsbreath 2 pts, Paralysis rd 1 of 6

We are hitting the road for a few days to celebrate our anniversary. (Big one with a zero on it and everything! Later I might explain why the entire trip got upended, but today, we go!) I will likely still be able to post, but if I’m quiet, fret not and bot me as necessary. I trust your judgement. Cheers!

(As this falls inside the GM's planned pause, perhaps this will not cause any disruption of service, but I felt I needed to apprise the assembled of the possibility.)


M Dhampir U. Monk (Temp) 9 {HP:71/71 G:53 W:36 C:18 D:-1} {AC:30 T:26 F:25} {F:+13 R:+15 W: +10} Init:+5 Per:+17

Congratulations and enjoy your trip!!!!!!!


M Half Drow init +6/ hp 35 [35]/ ac 18/ t 14/ ff 13/ fort +4/ ref +9/ wil +6/ perc +6/ stealth +11/ athletics 0/ b2h +3/ lore engineering +2/ finesse +11/ ki pool 7 kinetic shinobi (fading shadow) /4

Enjoy ur trip and congratulations.


Awakened Bloodrager (Fire) 9; AC 23/14/21; 40/85 hp; F12+2 R8 W9+2; Health: Critical (-2); Rage left: 38-4+1/38; Spells left: 3/3, 1/1; Effects: Endure Elements (heat only), Wyrmsbreath 2 pts, Paralysis rd 1 of 6

Thanks for the congratulations. The trip had an unexpected change of plans, but the rental was excellent and well-placed. We parked the car for a few days and used rented bicycles (e-bikes are much cooler than I ever thought!) and walked everywhere.

If you haven't been to Glenwood Springs, CO, and have the opportunity, their downtown is a nice place to settle in and slow down for a bit. And if you want to ride the train... let's just say you need to be flexible in your plans.

Liesel-Marie gains

5 hit points
FCB +1 rage round/day
+2 Wisdom
Searing Flesh is now treated as though she'd accepted 3 points of burn - so 4 points of fire damage to a foe?

A new bloodline feat and a new standard feat, so there's some shopping happening! This might take a while...

New spells!

New skills? I don't even know how to tell anymore.

Feats that I saw of potential interest before I realize I get two(!):
Devastating Strike? Only +2 to damage, meh
Diehard? Seems to describe her
Dodge? She does get hit a lot
Flanking Foil? You dare try to flank ME!
Furious Focus? That's probably it, right there
Lightning Rager? That's interesting
Shield of Swings? Less damage for an AC boost - would she ever use it?

Dark Archive

Male kaiju dungeon master; hp 697 Healthy/522 Grazed/348 Wounded/174 Critical/-15 hp Disabled (fast healing 30); AC 48, T 8, FF 43; F +34, Ref +25, Will +23; Init +9; Perc +45

As I look over your options, one stood out to me... Diehard. But not for the reason you might think.

I had to ask myself... does Liesel-Marie have Endurance as a feat? And the answer, of course, was yes. So if that's a way the character wants to go, then she is free to do so.

But the reason why I wanted to know has to do with the use of the Wound Threshold optional rules. Specifically, this little addition made to the Endurance feat because of those rules:

You reduce the penalty from being grazed, wounded, or critical by 1 (to –0, –1, and –2, respectively).

The line won't be found on the actual feat, if one were to look it up. No, it's only found specifically under the Wound Threshold page itself.

I hadn't been taking that into account with the character of Liesel-Marie.

We will remedy this going forward.

Another option is this one...

Twist the Knife (Combat)
You’re especially dangerous against enemies who are suffering from injuries.

Benefit(s): You gain a +1 bonus on attack and damage rolls against grazed, wounded, or critical enemies.

It is also on the Wound Thresholds page. And it may be a bit on the nose feat wise... but it's still an option.


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Awakened Bloodrager (Fire) 9; AC 23/14/21; 40/85 hp; F12+2 R8 W9+2; Health: Critical (-2); Rage left: 38-4+1/38; Spells left: 3/3, 1/1; Effects: Endure Elements (heat only), Wyrmsbreath 2 pts, Paralysis rd 1 of 6

Oh, noted.

I could also improve my natural armor by one and take Dodge to improve my dodge bonus to armor for a +2 to AC.

Or Dodge and Mobility, which would give me +8 to AC vs AoO from larger opponents.

Or Iron Will, for reasons.


Awakened Bloodrager (Fire) 9; AC 23/14/21; 40/85 hp; F12+2 R8 W9+2; Health: Critical (-2); Rage left: 38-4+1/38; Spells left: 3/3, 1/1; Effects: Endure Elements (heat only), Wyrmsbreath 2 pts, Paralysis rd 1 of 6

Editing earlier level-up information

Liesel-Marie gains

5 hit points
FCB +1 rage round/day
+2 Wisdom
Searing Flesh is now treated as though she'd accepted 3 points of burn - so 4 points of fire damage to a foe?

A new bloodline feat and a new standard feat, so there's some shopping happening! This might take a while... Upon reconsideration, I think the archetype does not grant the bloodline feat - because there's no bloodline.

New spells!

New skills? I don't even know how to tell anymore.

Feats that I saw of potential interest before I realize I get two(!):
Devastating Strike? Only +2 to damage, meh
Diehard? Seems to describe her
Dodge? She does get hit a lot
Flanking Foil? You dare try to flank ME!
Furious Focus? That's probably it, right there, Yeah, we're taking this.
Lightning Rager? That's interesting
Shield of Swings? Less damage for an AC boost - would she ever use it?
Twist the Knife, suggested by GM Blayde

An awakened also gains one of the following at ninth level: kineticist's utility wild talent, barbarian's rage power, or a feat for which kineticist levels are a prerequisite. Going with Heat Adaptation here


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Awakened Bloodrager (Fire) 9; AC 23/14/21; 40/85 hp; F12+2 R8 W9+2; Health: Critical (-2); Rage left: 38-4+1/38; Spells left: 3/3, 1/1; Effects: Endure Elements (heat only), Wyrmsbreath 2 pts, Paralysis rd 1 of 6

Upon further review, I realized that no only should I not get a bloodline feat now, I should not have gotten one previously. In an attempt to make amends, I am foregoing my regular feat this level and considering my Vital Strike feat to occupy that slot. Sorry for the error.

Liesel-Marie's character sheet will be completed this weekend.

Dark Archive

Male kaiju dungeon master; hp 697 Healthy/522 Grazed/348 Wounded/174 Critical/-15 hp Disabled (fast healing 30); AC 48, T 8, FF 43; F +34, Ref +25, Will +23; Init +9; Perc +45
Liesel-Marie Frostvale wrote:

Upon further review, I realized that no only should I not get a bloodline feat now, I should not have gotten one previously. In an attempt to make amends, I am foregoing my regular feat this level and considering my Vital Strike feat to occupy that slot. Sorry for the error.

Liesel-Marie's character sheet will be completed this weekend.

It appears that we both weren't paying attention to this aspect of the awakened bloodrager's kinetic blood class feature:

At 4th level and every 4 levels thereafter, an awakened gains an infusion wild talent, and at 3rd level and every 3 levels thereafter they gain their choice of a kineticist’s utility wild talent, a barbarian’s rage power, or a feat for which kineticist levels are a prerequisite. They treat their awakened level as their barbarian or kineticist level for this purpose, and must still meet any other prerequisites for wild talents, rage powers, or feats.

Because that is the replacement for the bloodline powers and bloodline feats Liesel-Marie would otherwise receive. She has blade rush as a form infusion (which would've been gotten at 4th level), but I don't see another infusion for 8th level. At 3rd level, she picked up the rage power Strength Stance, but again, I see nothing for 6th and 9th level (whether it be utility talent, rage power, or kineticist feat).

I recommend either of these for her infusion, though one definitely suits her more than the other (given her typical tactics):

Ranged Blast
Element(s) universal; Type form infusion; Level 1; Burn 1
Associated Blasts any
Saving Throw none

You have learned to use your elemental weapon as a ranged attack. You may make a ranged attack with your kinetic blast with a range of up to 30 feet.

Vital Blade
Element(s) universal; Type form infusion; Level 4; Burn 3
Prerequisite(s) kinetic blade
Associated blasts any
Saving Throw none

This infusion functions as kinetic blade, except it can be used with Vital Strike and Improved Vital Strike even when used as part of a charge attack. If you have the kinetic whip infusion wild talent, you can instead have this infusion function as kinetic whip, although it does not benefit from these feats on attacks of opportunity.

I do have a future infusion recommendation for her when she reaches either 11th or 12th level (assuming Liesel-Marie chooses a particular infusion):

Vital Mobility
Element(s) universal; Type form infusion; Level 5; Burn 4
Prerequisite(s) vital blade
Associated blasts any
Saving Throw none

This infusion works as vital blade. You are treated as though you possessed the Spring Attack feat, allowing you to use it with the vital blade wild talent.

I think she's chosen heat adaptation for her 9th level utility talent, so that leaves 6th level open. There are plenty of options available to her for utility talents:

Advanced Kinesis
Element(s) universal; Level 2; Type utility (Sp); Burn varies (see text)
Prerequisite(s) any basic utility wild talent

You can achieve a variety of fantastical feats through the use of your kinetic powers, emulating magic. You can use a bonus spell associated with a domain (as the cleric class feature) as a spell-like ability, based on which basic utility wild talent(s) you possess:

Pyrokinesis - Fire (Arson)
Domain Spells: 1st—burning hands, 2nd—flaming sphere, 3rd—fireball, 4th—wall of fire, 5th—flame strike, 6th—fire seeds, 7th—delayed blast fireball, 8th—incendiary cloud, 9th—elemental swarm (fire spell only).

Activating this wild talent is a full-round action (or the emulated spell’s normal casting time if longer) that provokes attacks of opportunity and costs an amount of burn equal to 1 + ⅓ the level of spell you wish to use, and you can only use spells of a level no more than ½ your kineticist level in this way. Any variables dependent upon a mental ability score instead use your Constitution.

Elemental Acceleration
Element(s) air, fire, time, or water; Level 1; Type utility (Su); Burn 0

You channel your element to dash along freely. Choose one movement speed granted by your element, or your base land speed. Increase this speed by 10 ft. At 5th level and every 5 levels thereafter, this speed increases by another 10 ft.

Explosive Flame
Element(s) fire; Level 2; Type utility (Sp); Burn 0
Saving Throw Will or Fortitude partial; Spell Resistance yes

You know how to use fire to its fullest, even while ending it. You can use pyrotechnics as per the spell. If the source of fire you target is a creature engulfed in flames, they take a -2 to their save against this wild talent.

Firesight
Element(s) fire; Type utility (Su); Level 3; Burn

You can see through flames and smoke as if they were transparent. Creatures that are on fire or have the fire subtype never benefit from concealment or total concealment against you.

Flame Conduit
Element(s) fire; Level 1; Type utility (Su); Burn

You can draw upon the flames around you to empower your blast. You can select any source of fire to be the point of origin for your fire blast or its composites. Both the point of origin and target must be in range of your kinetic blast, and must be no further apart than your kinetic blast’s range. If you choose a creature currently engulfed in flames as your blast’s source, that creature takes an additional 1d6 fire damage and suffers a -2 to all saves against your blast, putting out any fire from which the foe is currently engulfed.

Flame Step
Element(s) fire; Level 3; Type utility (Su); Burn

You know how to become one with flames. You no longer take damage from natural fires. Once per turn, when you step into a square with fire in it, and can teleport to another square within 30 ft. that also contains flames completely unharmed. You may also use this ability while standing in natural fire as an immediate action.

Ring of Fire
Element(s) fire; Level 3; Type utility (Sp); Burn 0
Saving Throw Reflex half; Spell Resistance no

You can create a 30 ft. wide circle of flames that stands up to 20 ft. tall centered around yourself that lasts for 1 round per kineticist level you possess. This fire deals damage equal to ½ your fire blast. You can accept 1 point of burn to allow your flames to burn those who come into contact with your flames, being treated as though affected by the burning infusion wild talent.

Sealing Wound
Element(s) fire; Level 1; Type utility (Sp); Burn 0

As an immediate action, you can deal 1 point of fire damage to yourself to end any bleed effect from which you are currently suffering. This damage cannot be reduced by resistance to fire. As a move action, you can use this wild talent on any ally within 30 ft. You also can treat kinetic healer and wild talents that require it as a prerequisite as though they were on fire’s list of selectable wild talents, but you cannot accept burn to use it unless it is used on yourself. You may select to gain this wild talent in place of basic pyrokinesis.

As far as rage powers go, unchained barbarian has more than enough for her to choose from, so I won't go into those here. I will add that due to the use of consolidated skills, the rage powers raging climber, raging leaper, and raging swimmer are replaced with raging athlete, which adds her bloodrager level as an enhancement bonus on all Athletics checks and treats all such checks to jump as though the character had a running start.

Here is a feat I'd recommend for her:

Kinetic Prodigy
“You can’t learn talent like this, but if you want, I can show you what I do…”

Prerequisite: Kineticist 3rd

Benefit: You can consider yourself 1 level higher for the purposes of selecting infusion wild talents. In addition, any kinetic blast you use that is altered by an infusion gains a +1 bonus to damage. At 8th level, and again at 16th level, increase this bonus by 1. In any round in which you accept burn due to using an infusion, increase this bonus by 1.

Again, these are merely recommendations, and as such, she is not bound to choose any of them. Also, just as a reminder... Liesel-Marie accepts burn by expending bloodrage.


Awakened Bloodrager (Fire) 9; AC 23/14/21; 40/85 hp; F12+2 R8 W9+2; Health: Critical (-2); Rage left: 38-4+1/38; Spells left: 3/3, 1/1; Effects: Endure Elements (heat only), Wyrmsbreath 2 pts, Paralysis rd 1 of 6

Thank you for so much homework on our girl's behalf!

I think I need to give up on using Hero Lab for Liesel-Marie. I spend more time trying to figure out how to correct what it says than I do playing the character.

Related to the subject of burn, I wanted to see if I was reading this correctly. The following is in the description for Searing Flesh:

"By accepting 1 point of burn, you can increase this damage by 1 point per 4 kineticist levels you possess until the next time your burn is removed." This would appear to mean that the damage increases by 2 per point of burn (CL 9 divided by 4 rounded down).

The awakened's Elemental Defense ability says "[an awakened gains their element's defense wild talent, but it can only be active while bloodraging. They cannot increase its effects by accepting burn; instead, it is treated as if they'd accepted 1 point of burn for every 3 awakened levels they possess." This would appear to mean that my elemental defense (searing flesh) is treated as though I accepted 3 points of burn (CL 9 divided by 3).

Does that mean that her searing flesh now deals 7 points of damage?

I will review her character sheet. It's not up-to-date online, but it's mostly so offline, so I can play when the game moves forward.

Dark Archive

Male kaiju dungeon master; hp 697 Healthy/522 Grazed/348 Wounded/174 Critical/-15 hp Disabled (fast healing 30); AC 48, T 8, FF 43; F +34, Ref +25, Will +23; Init +9; Perc +45
Searing Flesh wrote:
Your body becomes painfully hot. Whenever a creature hits you with a natural attack or an unarmed strike, that creature takes 1 point of fire damage per 4 kineticist levels you possess (minimum 1 point of fire damage). A creature in a grapple with you takes double this amount of damage at the end of each of its turns... By accepting 1 point of burn, you can increase this damage by 1 point per 4 kineticist levels you possess until the next time your burn is removed.

Based on this, Liesel-Marie's searing flesh does a minimum of 2 points fire damage (4 with grapple).

Awakened Elemental Defense wrote:
An awakened gains their element’s defense wild talent, but it can only be active while in bloodraging. They cannot increase its effects by accepting burn; instead, it is treated as if they’d accepted 1 point of burn for every 3 awakened levels they possess. They cannot have more than one elemental defense active at a time, and do not qualify for the expanded defense utility wild talent.

This would indicate that in addition to the base 2 points of fire damage, she is treated as having accepted 3 points of burn based on her being 9th level. Liesel-Marie can't accept burn for this defense, so she doesn't benefit from searing flesh's 1 point of fire damage per 4 levels; she only benefits from the modification to the ability the awakened archetype gives her.

To put it into perspective, a 9th-level pyrokineticist's searing flesh defense with burn would do 2 + 2 or 4 points of fire damage (8 through grappling) whereas Liesel-Marie's searing flesh (as a 9th-level awakened bloodrager) would do 2 + 3 or 5 points of fire damage (10 through grappling).

To compare further, at 12th level, the pyrokineticist's searing flesh with burn is 3 + 3 or 6 points of fire damage (12 through grappling) while Liesel-Marie's would be 3 + 4 or 7 points of fire damage (14 through grappling). Now, at this level, a pyrokineticist could also have the 5th-level utility talent flame shield, which would grant another 6 points of fire damage in addition to searing flesh (which is a prerequisite for the wild talent), but then, so could Liesel-Marie:

Flame Shield
Element(s) fire; Type utility (Sp); Level 5; Burn 1
Prerequisite(s) searing flesh

Flickering flames surround you until the next time your burn is removed. While your searing flesh is active, any creature that strikes you with a melee attack takes an amount of fire damage equal to 1/2 your kineticist level unless it is using a reach weapon. If the creature also takes damage from your searing flesh, it applies fire resistance only once against the total damage from both effects. You also gain the protection from cold of a warm fire shield. An attack that would deal an amount of cold damage equal to at least double your kineticist level (before you applied the protection) freezes away your flame shield after you apply its protection, ending the flame shield early.

So, you're still looking at the pyrokineticist doing 12 points of fire damage (12 through grappling) and Liesel-Marie doing 13 points (14 through grappling).

It would seem that the fire of our Erutaki Warrior Princess™ runs a little hotter than the pyrokineticist does, at least when it comes to their respective defenses. ;)


Awakened Bloodrager (Fire) 9; AC 23/14/21; 40/85 hp; F12+2 R8 W9+2; Health: Critical (-2); Rage left: 38-4+1/38; Spells left: 3/3, 1/1; Effects: Endure Elements (heat only), Wyrmsbreath 2 pts, Paralysis rd 1 of 6

I'm not sure I understand the ruling, but I will accept it. I have enough confusion already.

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