Miteke's Legacy of Fire

Game Master miteke

General References
Player's Guide - Knowledge Skill Success Topics - House Rules - PC bonus traits and feats

World and Local Maps
Geographical Maps - Kakishon

Current References
Party Info - NPCs and Handouts

Current Maps
Lower Level - First Level - Second level - Third level - Fourth level


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Skills2:
Craft bowyer fletcher 15 Handle Animal 18 K: Engineering 22 K: Geography 22 K: History 22 K: Nobility 22 P: Sing 20 P: Dance 20 P: Oratory 20 Prof: Cook 14 Sleight of Hand 20
Fetchling Bard 10 / Paladin 2 | HP 87/96 | AC 29 T 17 FF 22 | F+14 R+19 W+18 | CMD24 Resistances Cold 5 Electricity 5| Init+7 Percep+10, darkvision 60', lowlight vision | Current effects: Invisible 10 mins
Skills:
Acrobatics 20 Appraise 6 Bluff 20 Climb 4 Intimidate 10 K: Arcana 18 K: Dungeoneering 12 K: Local 12 K: Nature 12 K: Planes 16 K: religion 12 Perception 10 Ride 9 Sense Motive 20 Spellcraft 17 Stealth 22

Say GM, if a smite evil lasts until the enemy is dead or until the end of the day, will it last through the ghost's rising again since he has not been destroyed?


Well, he was technically destroyed, but I think the spirit of the ability is that it would carry over. So consider the smite still active on the stupid dwarf.


Skills2:
Craft bowyer fletcher 15 Handle Animal 18 K: Engineering 22 K: Geography 22 K: History 22 K: Nobility 22 P: Sing 20 P: Dance 20 P: Oratory 20 Prof: Cook 14 Sleight of Hand 20
Fetchling Bard 10 / Paladin 2 | HP 87/96 | AC 29 T 17 FF 22 | F+14 R+19 W+18 | CMD24 Resistances Cold 5 Electricity 5| Init+7 Percep+10, darkvision 60', lowlight vision | Current effects: Invisible 10 mins
Skills:
Acrobatics 20 Appraise 6 Bluff 20 Climb 4 Intimidate 10 K: Arcana 18 K: Dungeoneering 12 K: Local 12 K: Nature 12 K: Planes 16 K: religion 12 Perception 10 Ride 9 Sense Motive 20 Spellcraft 17 Stealth 22

I haven't declared it yet, I don't think but was getting to. wanted to know if it would remain for the day since I only have one. Thank you.


Female Human

I thought I could hang with you veterans but alas, I cannot.

It's not just wrong place wrong time, it's wrong spells for situation and a recurring enemy in a limited resources situation.

On top, I created (unfortunately) a non-combat Wizard.

I'm sorry for my disappointing performance. I take full responsibility.

But, instead of looking forward to the next opportunity to overcome a challenge, it feels like an endless drubbing. Bad character head space, player too I suppose.

Much love to you guys, each and every one!

But, I feel the need to bow out.

Sincerest apologies. Hope to meet at another table where I'm playing a more situationally effective character. I can't hold it against you if you don't feel the same.

Peace!

Manifest greatness!


*sigh*

Can't say I didn't expect this coming, but it does take the wind out of my sails.


1 person marked this as a favorite.
Wounds (32) HP (137) AC (35/12/34) Saves (16/11/15) CMD (31) Initiative (+2) Heroic Splendor (3/3) Ember (3/3) Azer Occultist (10) Lvl 1 (7/7) Lvl 2 (0/7) Lvl 3 (4/5) Lvl 4 (0/5) Transmutation (5/10) Abjuration (7/8) Spirit Warrior (2/2) Current Buffs (Greater Magic Weapon, Freedom of Movement, Certain Grip, Quickness) Lesser Extend Rod (1/3) Extend Rod (0/3)
miteke wrote:

*sigh*

Can't say I didn't expect this coming, but it does take the wind out of my sails.

While I’m sorry to see Vonna go, I don’t think it reflects on you. From where I’m standing the campaign is being run well.


Well, that is encouraging. Do you guys want to finish out the battle and keep going while I put out feelers for more players?


Wounds (32) HP (137) AC (35/12/34) Saves (16/11/15) CMD (31) Initiative (+2) Heroic Splendor (3/3) Ember (3/3) Azer Occultist (10) Lvl 1 (7/7) Lvl 2 (0/7) Lvl 3 (4/5) Lvl 4 (0/5) Transmutation (5/10) Abjuration (7/8) Spirit Warrior (2/2) Current Buffs (Greater Magic Weapon, Freedom of Movement, Certain Grip, Quickness) Lesser Extend Rod (1/3) Extend Rod (0/3)

Works for me. Also glad to see spazmodeus putting his hat in the ring. He’s a solid player.

Edit: And critzible too! Also a reliable pick. :)


Skills2:
Craft bowyer fletcher 15 Handle Animal 18 K: Engineering 22 K: Geography 22 K: History 22 K: Nobility 22 P: Sing 20 P: Dance 20 P: Oratory 20 Prof: Cook 14 Sleight of Hand 20
Fetchling Bard 10 / Paladin 2 | HP 87/96 | AC 29 T 17 FF 22 | F+14 R+19 W+18 | CMD24 Resistances Cold 5 Electricity 5| Init+7 Percep+10, darkvision 60', lowlight vision | Current effects: Invisible 10 mins
Skills:
Acrobatics 20 Appraise 6 Bluff 20 Climb 4 Intimidate 10 K: Arcana 18 K: Dungeoneering 12 K: Local 12 K: Nature 12 K: Planes 16 K: religion 12 Perception 10 Ride 9 Sense Motive 20 Spellcraft 17 Stealth 22

All is going well and I feel I'm starting to get into Marcus. Looking to the future though, I think I may want to shift my Paladin to a Knight of Coins, still considering but might that be ok?


Female Human

Oh, my sentiment is not a knock on the DM in any way.

It seems a rough AP/module/chapter... And this was my first ever higher level wizard. It's on me guys.

I meant it when I said, I take full responsibility.

You guys all are great!

DM and players. I was honored to be accepted and have a chance to play at the same table.

Dead serious.


Skills:
Acrobatics +21 (22), Disable Device 27 (28), Heal +10, Perception +23, Stealth +25 (26), Survival +3, Use Magic Device +11
Hobgoblin Kineticist 12 | Init +6 (7), Senses Perception (Darkvision) +23 | AC 36, 17 Touch, 32 Flat Footed|DR 10/Adamantine | Fort +18 (20), Ref +18 (19), Will +11 | HP 151/151 (91/175) ( Non-lethal) | Burn 7 8/10|Active Conditions: None

I am all for continuing on. I am really enjoying your run of this AP. I am sorry to hear that it did not work out with Vonna.


Marcus Nocturnus wrote:
All is going well and I feel I'm starting to get into Marcus. Looking to the future though, I think I may want to shift my Paladin to a Knight of Coins, still considering but might that be ok?

I have no problem with a shift in your character. Let's see what you come up with.


Vonna the Huntress wrote:

Oh, my sentiment is not a knock on the DM in any way.

It seems a rough AP/module/chapter... And this was my first ever higher level wizard. It's on me guys.

I meant it when I said, I take full responsibility.

You guys all are great!

DM and players. I was honored to be accepted and have a chance to play at the same table.

Dead serious.

Thanks for the kind words.


Malgrim Gryh wrote:
I am all for continuing on. I am really enjoying your run of this AP. I am sorry to hear that it did not work out with Vonna.

How about the current battle? You want me to put it on pause for the reinforcements of plow forward.


Wounds (32) HP (137) AC (35/12/34) Saves (16/11/15) CMD (31) Initiative (+2) Heroic Splendor (3/3) Ember (3/3) Azer Occultist (10) Lvl 1 (7/7) Lvl 2 (0/7) Lvl 3 (4/5) Lvl 4 (0/5) Transmutation (5/10) Abjuration (7/8) Spirit Warrior (2/2) Current Buffs (Greater Magic Weapon, Freedom of Movement, Certain Grip, Quickness) Lesser Extend Rod (1/3) Extend Rod (0/3)

I think we can plow forward. It keeps momentum going and I don’t think that this will tpk us.

Grand Lodge

Male Aasimar Wizard 18/ Rogue2

Dot


Amaimon Emberheart wrote:

Works for me. Also glad to see spazmodeus putting his hat in the ring. He’s a solid player.

Right back at you! :)

Is see that two of the newer characters are a fetchling and azer. Is there a RP limit on races allowes? Are templates allowed?

Thanks


Skills:
Acrobatics +21 (22), Disable Device 27 (28), Heal +10, Perception +23, Stealth +25 (26), Survival +3, Use Magic Device +11
Hobgoblin Kineticist 12 | Init +6 (7), Senses Perception (Darkvision) +23 | AC 36, 17 Touch, 32 Flat Footed|DR 10/Adamantine | Fort +18 (20), Ref +18 (19), Will +11 | HP 151/151 (91/175) ( Non-lethal) | Burn 7 8/10|Active Conditions: None

I say we push on with the fight. They can join in when they are ready to go.

The GM has been pretty open to monstrous PC races. We had a Gnoll, I am a Hobgoblin.


Spazmodeus wrote:
Is see that two of the newer characters are a fetchling and azer. Is there a RP limit on races allows? Are templates allowed?

Good question. If you take a higher point race I start taking abilities away or adding penalties so it is more in align with the 10 point norm. For example I took away the low-light vision and spell-like abilities from Amaimon Emberheart's Azer that put him at 11 RP. Were you to take an Aazimar I would probably add a -2 to one stat or something like that. I'd also be willing to ADD racial features if you took a low point race. Some races are way overpowered though, like drow, and we'd have to label your character half-drow or something to explain why you are so inferior to the typical drow :)


Skills2:
Craft bowyer fletcher 15 Handle Animal 18 K: Engineering 22 K: Geography 22 K: History 22 K: Nobility 22 P: Sing 20 P: Dance 20 P: Oratory 20 Prof: Cook 14 Sleight of Hand 20
Fetchling Bard 10 / Paladin 2 | HP 87/96 | AC 29 T 17 FF 22 | F+14 R+19 W+18 | CMD24 Resistances Cold 5 Electricity 5| Init+7 Percep+10, darkvision 60', lowlight vision | Current effects: Invisible 10 mins
Skills:
Acrobatics 20 Appraise 6 Bluff 20 Climb 4 Intimidate 10 K: Arcana 18 K: Dungeoneering 12 K: Local 12 K: Nature 12 K: Planes 16 K: religion 12 Perception 10 Ride 9 Sense Motive 20 Spellcraft 17 Stealth 22

i'm good with moving ahead.


Wounds (32) HP (137) AC (35/12/34) Saves (16/11/15) CMD (31) Initiative (+2) Heroic Splendor (3/3) Ember (3/3) Azer Occultist (10) Lvl 1 (7/7) Lvl 2 (0/7) Lvl 3 (4/5) Lvl 4 (0/5) Transmutation (5/10) Abjuration (7/8) Spirit Warrior (2/2) Current Buffs (Greater Magic Weapon, Freedom of Movement, Certain Grip, Quickness) Lesser Extend Rod (1/3) Extend Rod (0/3)

Using the above, this is what I put together:

10 Race Points
* Type: Medium outsider (extraplanar, fire) (3RP)
* Ability Score Modifiers (+2 Con, +2 Int, -2 Cha) (0 RP)
* Languages Standard 0 RP
* Greater Spell Resistance: Members of this race gain spell resistance equal to 11 + their character level. (3 RP)
* Elemental Vulnerability Cold (–2 RP)
* Elemental Immunity Fire (4 RP)
* Improved Natural Armor +1 (1 RP)
* Craftsman: Member of this race gain a +2 racial bonus on all Craft or Profession checks to create objects from metal or stone. (1 RP)

I used this as my guideline.

Basic Azer
+2 natural armor
High con, good mental stats aside from below average cha
Immune fire; SR 13 (as CR2, I took this to be greater spell resistance)
Weaknesses vulnerability to cold
Special Attacks heat (1d6 fire)
Craft +6

As I didn't have enough race points to get the +1d6 fire attacks, I found that I could get it via variant multiclassing (forge and fire special ability)

It's really fun to see how much flavor you can get into 10 race points. :)


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:)

I'm glad you enjoyed being able to do that.

Grand Lodge

Male Aasimar Wizard 18/ Rogue2

I'm going Human Cleric of Pharasma, Domains: Healing and Repose. Primary weapon a Club


miteke wrote:
Spazmodeus wrote:
Is see that two of the newer characters are a fetchling and azer. Is there a RP limit on races allows? Are templates allowed?
Good question. If you take a higher point race I start taking abilities away or adding penalties so it is more in align with the 10 point norm. For example I took away the low-light vision and spell-like abilities from Amaimon Emberheart's Azer that put him at 11 RP. Were you to take an Aazimar I would probably add a -2 to one stat or something like that. I'd also be willing to ADD racial features if you took a low point race. Some races are way overpowered though, like drow, and we'd have to label your character half-drow or something to explain why you are so inferior to the typical drow :)

Oh, and I might consider templates, particularly if related to the plane of fire in some way.


So I was looking at the templates. Sucks as most are for bbeg creations and are explicitly evil.

I was looking for something, as you said, Plane of Fire-y

There is an official Half-Janni here

But, a Janni ain't no Efreeti!

I found someone who had created a Half-Efreet template : here

Though, I'd be giving up two class levels, I'm sure as written it's way to OP and you'd nerf it appropriately.

That said, if you'd rather not deal with analyzing and nerfing, I'll give some thought to an advanced ifrit race build, bringing the standard from 6RP up to 10RP.


Basically trades two levels for +14 in stats and a handful of moderately useful abilities. I don't think I should allow that even though it fits the area perfectly. As noted it is OP. But I am on board if we create our own 1/4 Janni template or something. Make me a proposal that seems a fair trade for 1 or 2 levels :)

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